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 Libertas Magicorum (Techno Wizard) 
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Player Name: Soren
Google Handle: Soren (Freemage)
Character Name: Libertas Magicorum
Rank: Veteran Experience: 45
Race: Presci
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d8 (+1 from Helskor), Strength d4, Vigor d6
Charisma: 0; Pace: 8/d6; Parry: 6; Toughness: 13 (6); Strain: 0
Skills:
  • Fighting d4 (1 Creation Point)
  • Notice d4 (1 Creation Point)
  • Techno-Wizardry d12+2 (3 Creation Points, IF starting ranks, Edges)
  • Know (Arcana) d12+2 (1 Creation Point, IF starting ranks, Edge, N3 Advance)
  • Know (Engineering) d12+2 (1 Creation Point, IF starting ranks, Edge, N3 Advance)
  • Know (Science) d6 (IF starting ranks)
  • Know (Computers) d6 (2 Creation Points)
  • Repair d6 (IF starting ranks) d8+2 with Armor Mods
  • Drive d4 (1 Creation Point)
  • Streetwise d4 (1 Creation Point)
  • Gambling d4+2 (1 Creation Point, Racial Bonus)
  • Lockpicking d4 (1 Creation Point)
  • Stealth d4 (1 Creation Point) d4+4 w/Cloak
  • Shooting d4 (1 Creation Point)
  • Know (Cyber) d6 (Gloom Reward)
  • Know (Artisan) d6 (Gloom Reward)
  • Investigation d6 (Gloom Reward)
    .


Hindrances
  • Overconfidence (Racial): I got this!
  • Bad Luck (Racial): Time-sense makes it harder to challenge Fate
  • Hard of Hearing: Minor (Racial): In addition to -2 Notice for Hearing-based checks, also suffers Vulnerability to sonic attacks (+4 damage/-4 to resist) that are based on very loud volume
  • Quirk (Racial): Long Gaze; looks like he's looking far away at all times.
  • Quirk (Iconic): Sigiled Gear, traces sigils on gear when using Machine Maestro (Iconic)
  • Curious (Starting): Ooh, what's this?
  • Bad Eyes: Minor (Start): -2 Notice or other sight-based rolls if no corrective goggles
  • Greedy: Minor (Start): Pay me what you owe. NOW.
  • Habit Minor, Kleptomaniac (Earned in HELL): -1 Charisma once known.
  • Vulnerability: Silver (In Play): +4 Damage/-4 Resistance to Silver trappings.
  • Stubborn: Minor (In Play): Insists his way is the best.
  • Enemy: Major (Adventure Card; gain extra Adventure Card each Quarter until resolved): Uppity Cyber-Knight can't mind her own business.
  • Enemy: Major (In play): Geist. Wants him to suffer before he dies.
    .

Edges
  • Danger Sense (Racial): Roll Notice-2 to start combat On Hold in surprise situations
  • Level Headed (Racial): Draw one extra card for Initiative
  • Quick (Racial): Redraw if Initiative is 5 or less
  • Dodge (Racial): -1 targeted ranged attacks against him
  • Arcane Machinist : (Iconic Framework)
  • Arcane Background [Weird Science]: (Iconic Framework)
  • Professional: Techno-Wizardry: (Start)
  • Expert: Techno-Wizardry: (Start)
  • Rapid Recharge (H&J): Regain a total of 2 PPE/hr
  • Arcane Marksman (H&J Roll): +2 when using Techno-Wizardry to make an aimed attack
  • Scholar (N2 Advance): Knowledge (Engineering) & Knowledge (Arcana)
  • Master of Magic (S1 Advance): Mega-Powers!
  • Power Points (S2 Advance): More Juice!
  • Brawny (Helskor, Enchanted Item): Carrying Capacity 8x Strength Die Type, +1 Toughness
  • Thief (Shadowcloak, TW Gear): +2 Climbing, Lockpicking, Urban Stealth
  • Improved Rapid Recharge (V1 Advance): Regain a total of 4 PPE/hr
  • Linguist (Bonus Education HJ roll): Know up to 12 bonus languages, learn basics of a new language via week-long exposure with a Smarts -2 roll. (Trapping: Lady Viggo's spirit in his Hell-tail provides instant translation, as needed.)
      Languages Known: American (Native), Spanish, Dragonese/Elven, Chinese, Gobblely, Japanese, Euro, Techno-Can, Faerie Speak, Demongogian, Russian, Greek/Atlantean,
    .

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Last edited by Libertas Magicum on Wed Aug 02, 2017 9:44 am, edited 8 times in total.



Sun Feb 19, 2017 11:54 am
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Background
Libertas was born in the city of Stormspire, the great Techno-Wizardry capital. His family was poor, so he picked up an assortment of unsavory skills growing up, before his rather siginficant aptitude with Weird Science was noted by one of the leading the firms in the city, and he was given a prestigious apprenticeship, where he excelled. However, as Lord Dunscon has made increasing overtures to the city, the Presci suspected it was only a matter of time before his true race was identified, and so he slipped out of the city one night, and made for greener pastures.
Sadly, the pasture he chose was Tolkeen, which he believed to be far enough from the Federation’s borders to be secure. When the Coalition invasion began, he was caught and placed in one of the now-notorious Death Camps. Fortunately, it was one of the few that did not get ‘misted’ at the end of the war. The fact that he owes his life to a Coalition sergeant and his men (who refused the ‘mist’ order) left him with incredibly mixed feelings about the Coaliton proper, but the time being without his beloved machines has left him with a strong desire to build a new stockpile of devices, gizmos and gadgets.
He and his fellow refugees were one of the groups found by Lord Coake’s rescue missions, and in profound gratitude, he joined the Legion, having at least learned that he cannot simply ignore the world outside his lab--he must improve it, the same way he would one of his devices.
He has not come clean about his true race to the Legion commanders yet, though it’s certainly possible that one of the psychics at Castle Refuge has identified him as a D-Bee. He is obsessed with the idea of building his personal wealth as quickly as he legitimately can (his definition of ‘legitimately’ includes using his preternatural foresight in ‘friendly’ games of chance) so that he can begin converting and enhancing his gear.
This actually led to his current assignment--he got a bit over-enthusiastic and won a bit too large a pot from the motor pool Sergeant, and earned himself a transfer to the 13th SET as a bonus prize. That the 13th is heading straight into Federation of Magic territory is a painful irony, but he can’t raise his concerns about this without explaining his abilities… so for now, he’s keeping mum.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Sun Feb 19, 2017 11:55 am
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Gear

Triax T-13 Field Mechanic Armor (TW-enhanced)
Specs
  • +6 Armor, +1 Toughness, Full Environmental Protection
  • Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.
  • Attached to Right Arm: Laser Torch
    • Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
  • Attached to Left Arm: Mechanical Extension Arm
    • Reach 1, Strength d6
    • Laser-Finger (Str+d4 Damage)
  • Sensors in Helmet
    • x10 Magnification, Thermographic vision, twin mounted directional lamps, spectrographic analyzer
    • Gives base +2 to Repair rolls
    • Comm System with 10-mile range
  • Non-Human Physiology Mod to accommodate tail
  • Techno-Wizard Enhancements
    • Minor Mods:
      • Weight Reduction (9 lbs)
      • +1 Repair Rolls (adds to the mundane +2 the suit grants) made while using the suit's systems
    • Major Mods:
      • +1 die-type Repair while using the suit's systems
  • 1 PPE/hr to charge
  • 9 lbs


Staff of Libertas' Bad-assness
Specs
  • +1 Techno-Wizardry skill
  • Can be used to cast Powers: puppet, greater healing, with Necromantic Trappings (see Powers)
  • Strength + d6 Damage; Reach: 1; Parry +1; 2-Handed; Spend 2 PPE to do Mega-Damage
  • Stores 10 PPE to use for Powers or charging weapon; regenerates at Libertas' rate
  • 8 lbs


TK Pistol
Specs
  • 12/24/48, 2d6+2, AP 4, RoF 1, Shots: 6
  • Fan the Hammer (up to 6 Shooting rolls, one Wild Die, all at -4)
    • Net Roll: Shooting-1
  • Minor Mods:
    • +1 Shooting
  • 2 PPE to charge for 6 shots
  • 4 lbs


Water Rifle (TW-enhanced NG-IP7 Ion Pulse Rifle
Specs
  • 12/24/48, 1 to 3d6+1 (depends on Range), RoF 3, 30 Shots
  • Spread gives +2 Shooting, but damage reduces with Range Category
  • 3-Round Burst: +2 Shooting/Damage, uses 3 Shots, one Shooting roll
    • Net Roll: Shooting +8, Damage 3d6+3
  • Double-Tap: +1 Shooting/Damage, uses 2 Shots. one Shooting roll
    • Net Roll: Shooting +7, Damage 3d6+2
  • Full Auto: Roll 3 Shooting dice, one Wild Die; each does damage; -2 Shooting due to recoil
    • Net Roll: 3*Shooting +2, Damage 3d6+1 per hit
  • Minor TW Mods
  • Minor: Trapping: Water (Fires supersonic water bursts, does full damage to Vampires)
  • Minor (x2): +2 Shooting
  • 2 PPE to charge 30 shots
  • 7 lbs


Shadow Cloak
Specs
  • +2 Stealth
  • Invisibility
  • True Invisibility
  • Fear (Darkness/Shroud Trapping)
  • Greater Fear (Darkness/Shroud Trapping)
  • Thief Edge (+2 Climbing, +2 Stealth in urban environments, Lockpicking, and Notice/Repair checks when dealing with traps, etc.)
  • Assassin Edge (+2 Damage when attacking an opponent unawares; stacks with The Drop)
    • Trapping: Obsidian Clasp causes Shadowcloak to move to aid stealth and climbing; enchanted lockpicking tools embedded in clasp, and studying reflection of traps in surface of stone reveals flaws/weakpoints. It also illuminates weak-points and vital-spots on opponents in UV light revealed by his otherwise mundane goggle-lenses, though it requires Lib to have a couple extra heartbeats to see (so he must be attacking them unawares).
  • Activation: 3 PPE/hr
  • 1 lb


Communications Band
Specs
  • Speak Language
  • Mass Understanding
  • +1 to Persuasion & Streetwise Rolls
  • +2 to Charisma
  • Activation: 1 PPE/hr
  • .5 lbs


Bone Spear
Specs
  • Melee Stats: Str + d8 damage
  • Ranged Stats: 12/24/48; 2d8, AP 2 Ranged Damage; RoF 4; 16 Shots
  • Has as-yet unidentified evil aura, as if a corrupted soul is contained within
  • Can cast armor Power on wielder
    • 3 PPE, Self, 3 rds (1/rd)
    • Success = +5 MDC; Raise = +10 MDC
    • Armor Power only works against electricity, fire, heat, plasma and lasers
  • 3 lbs


Toolkit
Specs
  • Basic Tools
  • 5 lbs, in TK Flyer


Multi-Keyboard
Specs
  • Roll Smarts to play
  • +1 to performance roll due to Musical Prodigy Interlude
  • 20 lbs, in truck


Grenades (1 each)
Specs
  • All: Range 5/10/20, .25 lbs
  • Armor Piercing: SBT, 3d8 MD, AP 8
  • Fragmentation: LBT, 3d6 MD
  • High Explosive: MBT, 3d8 MD
  • Plasma: SBT, 3d10 MD


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Specs
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)
  • 4/4 Charges, using a Charge as an action, gives a d8+2 healing roll, adds +2 to all Healing skill checks for remainder of the day before nanites are flushed from system.
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.
• Attachment: Bee Well Stinger
• Attachment: Beetle Box
• Attachment: Puzzle Box
• Attachment: TK Pistol
• Attachment: Frag Grenade
• Attachment: Plasma Grenade
• Attachment: High Explosive Grenade
• Attachment: Armor Piercing Grenade
• Attachment:
• Attachment:
• Attachment:
• Attachment:


NG-S2 Pack
Specs
  • One two-person tent,
    • Insulated against up to −40 degrees Fahrenheit.
    • Water Collection capabilities, extending water supplies 20%.
  • One sleeping bag, also insulated
  • One flashlight
    • Concealed pocket knife
    • Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
    • Powered via body motion, records distance/direction/time traveled (+2 to Survival rolls related to land navigation).
    • Mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five mile range.
  • One first aid kit
    • +1 to Healing checks
    • 3 uses (300 credits to replenish).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping
    • 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
    • 30 feet of lightweight cord
    • One pair of climbing gloves
    • Four ceramic spikes
    • One small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches
  • 30 lbs, in TK Flyer
One set of refreshes for NG-S2 consumables, in Zone Ranger:
  • First Aid Kit (+3 Uses)
  • Flints for fire-starter (6 spares)
  • 4 Signal Flares
  • 2 weeks MREs


Goggles with corrective lenses
  • Counters Bad Vision penalty when worn

Father's Knife This humble-looking carving knife is imbued with a father's love and dreams for his son. It can be used, in the hands of a skilled craftsman, to turn almost any object or material into a true work of art. Amazingly, it can be used to work not merely wood, but also metal or even gemstones--but only with the goal of improving their worth and appearance, never with the aim of inflicting damage.
Enchanted Item Stats
Minor x2: +2 Knowledge: Artisan
Major: +1 Die-type Knowledge: Artisan
Major: Elemental Manipulation--Trapping "Master's Touch"
This power is cast with a Knowledge: Artisan roll, permitting the wielder to etch, carve or cut an item to make it more beautiful. Items so created can become quite valuable--though failure comes with a cost.
  • Critical Failure: The item or material being worked on is destroyed. This takes a single action.
  • Failure: The item or material is badly marred--though there is no loss of function, its value is halved, and the wielder loses 1d6 rounds before this happens.
  • Success: The item's value is doubled, over the course of 1d6 minutes.
  • Raise: The item's value is multiplied by 5, after 1d6 hours of work.
  • Two Raises: The item's value is multiplied by 10; this takes 1d6 days.
If necessary, the work can be done in installments in order to get the full effect.
This power can only be used 1/session. If it is used on a piece of TW gear, only the base value of the item is affected (this will affect the cost of future TW mods, as well).


Helskor
Libertas found these hanging on a tree in Cira's Castle. He took the one pair that seemed like it would fit, and they do. These are Helskor, shoes meant to protect the soul as it travels the lands of the dead. It is said that a soul without Hel-Shoes will become lost and eventually end up in Helheim, the land of the despairing dead.
Enchanted Item Stats
Minor: +1 Spirit
Minor: +1 Spirit
Major: Intangibility
Major: Brawny Edge


White-star Fire necklace
Awarded after the Battle for Gloom and subsequent events, this medal marks Libertas as a Legionnaire Exemplar.
  • A vampires worst nightmare--on a successful grapple check, deal a wound to any creature vulnerable to light or sunlight.

Encumbrance (Capacity 40)
  • Without NG-S2: 34
    • No Penalty
  • With NG-S2: 64
  • Agility/Strength Penalty -1

Credits: 250,300 Cr

Contacts: None

Personal Loot:
  • Coalition Trooper Credsticks, total 2K Credits' worth
  • Blueprints for Water Rifle (TW-enhanced NG-IP7 Ion Pulse Rifle): Gives a +2 to Build Roll for similar design; could be sold to a TW workshop for 5K.
  • Gold/platinum desk inlay, augmented with minor illusion magic, depicts the Sundered Sky setting, with moving skyships and world-pieces. Worth 5-10K on open market, 20K if the right buyer can be found.
  • Spare Shadow Cloak
  • Key from Crystal Clad; likely to her place in Stormspire
  • Z's Credstick from de-briefing session due to overactive Tails: 25K Cr.
  • 4 Long E-Clips (via Quartermaster)
  • 4 Short E-Clips (via Quartermaster)

Iconic Framework
  • Machine Maestro:
    • Use/Repair Rolls:
    • Non-combat device: +2
      • Combat device: +1
      • Create/Use/Repair TW Device Rolls:
      • Non-combat Device: +4
      • Combat Device: +2
  • Arcane Machinist: Takes one Action
    • Roll Techno-Wizardry at -2/Rank over Libertas’ Rank
    • Create Device w/ 12 PPE, 17 PPE w/ Raise
  • Wanted: CS
  • Quirk: Adorns gear with symbols
  • Device Dependent (No gear, no magic)

Racial Traits
  • Advantages
    • Foresight: Level-Headed, Quick, Dodge, Danger Sense, +2 Parry
    • Cheater: +2 Gambling
  • Disadvantages
    • Quirk: Long Gaze
    • Fated: Bad Luck
    • Cyber-Resistant
    • Wanted: Major (Federation of Magic)
    • Tasty: Racial Enemy, Psi-Stalker;
      • Double PPE from Spirit for draining purposes
    • Audio Overload: Bad of Hearing, but does not stop Boom Gun/Sonic Trappings
      • At GM discretion, such may require two resistance rolls

Hell-Traits
  • Advantages
    • Tail: Grant one additional non-movement action per turn.
    • Slow Regeneration: Natural Healing once/day; may regenerate lost limbs
  • Disadvantages
    • Kleptomania (manifests through Tail)
    • Twitchy Tail: If confined (to prevent Kleptomania), suffer -1 Agility
    • Vulnerability: Silver (+4 Damage, -4 to Resist Silver Trappings, Wounds from Silver sources not subject to Regeneration.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Last edited by Libertas Magicum on Sat Dec 30, 2017 11:54 pm, edited 14 times in total.



Sun Feb 19, 2017 11:57 am
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Hero’s Journey
  • Narrative Hook
  • 1
  • Siege of Tolkeen
  • Magic & Mysticism
  • 3
  • When using Techno-Wizardry to fire a device or gizmo, he gains the benefits of the Marksman Edge.
  • Magic & Mysticism
  • 6
  • +5 PPE
  • Magic & Mysticism
  • 9
  • Extra Power: Fly
  • Magic & Mysticism
  • 10
  • Extra Power: Summon Ally
  • Magic & Mysticism
  • 19
  • Choice: Rapid Recharge Edge

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Sun Feb 19, 2017 12:00 pm
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Advances
  • Initial Advances: (From Hindrances): Professional: Techno-Wizardry; Expert: Techno-Wizardry
  • Novice 1 Advance: Agility Die-Bump (d6)
  • Novice 2 Advance: Scholar Edge: Knowledge (Engineering) & Knowledge (Arcana)
  • Novice 3 Advance: Skill advance: Knowledge (Engineering) & Knowledge (Arcana), both to d10
  • Seasoned 1 Advance: Master of Magic Edge: Gain access to Mega-Powers
  • Seasoned 2 Advance: Power-points
  • Seasoned 3 Advance: Knowledge (Engineering) d12, Knowledge (Arcana) d12
  • Seasoned 4 Advance: Spell of Legend: boost/lower Trait
  • Veteran 1 Advance: Improved Rapid Recharge (4 PPE/hr)
  • Veteran 2 Advance: Spirit d8
  • Veteran 3 Advance: Elan
  • Veteran 4 Advance: Power Points
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Last edited by Libertas Magicum on Fri Jun 30, 2017 7:04 pm, edited 2 times in total.



Sun Feb 19, 2017 12:03 pm
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Powers

Table of Awesome:
Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.

PPE: 25

Gizmos

  • Bee (Well) Stinger
    • Healing Zap (healing)
      • 3 PPE; Touch Range
      • Penalty to roll equal to target's Wound Level
      • Success heals 1 Wound, Raise heals 2 Wounds
      • Electric/Jolt Trapping: On Raise, permits target to immediately roll to Unshake
    • Tesla Rejuvenation Field (mass healing)
      • 6 PPE; Smarts x2 (20") Range, All friendly targets in range
      • Roll at -2, no penalty for Wound Levels
      • Success heals 1 Wound, Raise heals 2 Wounds
      • Jolt Trapping: On Raise, permits target to immediately roll to Unshake

  • Marianas Jet
    • Ocean Spray (pummel)
      • 2 PPE; Cone Template
      • Targets must roll Strength (-2 on Casting Raise), or be knocked back 2d6" and prone; targets that hit an inanimate object become Shaken
      • Flying targets roll -2 Strength; Targets with Cover subtract Cover Modifier from distance (minimum 0")
      • Water Trapping: Vampires instead roll Agility to evade (-2 on Casting Raise), or suffer 3d10 Damage (as Fire Hose)
    • Power Spray (greater pummel)
      • 4 PPE; Cone Template
      • Targets must roll Strength -2 (-4 on Casting Raise), or be knocked back 3d6", prone & Shaken
      • Flying targets roll -2 Strength; Targets with Cover subtract Cover Modifier from distance (minimum 0")
      • Water Trapping: Vampires instead roll Agility -2 to evade (-4 on Casting Raise), or suffer 3d10 Damage (as Fire Hose)

  • Yin/Yang Gauntlets
    • Harmonic Balance (boost/lower Trait)
      • 4 PPE; Smarts (10" Range), two targets; Duration 3 (1/rd)
      • Lower Trait opposed by Target's Spirit; Raise Trait vs. TN 4
      • Success = +/-1 die-type; Raise = +/-2 die-types to a Trait
      • Custom Trapping: Harmonic Balance
        • MUST use both Boost & Lower simultaneously (no MAP, but full PPE cost for both effects; only one Wild Die for both castings)
        • Must affect same Trait on both targets; rolls are independent, however.
        • If either roll fails, both do, and full PPE cost is still paid.
        • Raises function separately.
        • On a Critical Failure, the effects are cast in reverse.
        • Requires both hands.
    • Yang Overload (greater boost Trait)
      • 5 PPE; Smarts x2 (20") Range; Duration 3 (1/rd)
      • Success = +2 die-types to selected Trait; Raise = +4 die-types
      • Trapping: Hyper-Surge (Specific effect determined by Attribute/Linked Attribute):
        • Agility: +2 Pace on Success; +1 Agility Die-type on Raise
        • Smarts: +2 Charisma on Success; +1 Taunt Die-type on Raise
        • Spirit: +2 Charisma on Success; +1 Persuasion Die-type on raise
        • Strength: +2 Charisma on Success; +1 Intimidation die-type on Raise
        • Vigor: +1 Toughness on Success; +1 Vigor die-type on Raise
    • Yin Enervation (greater lower Trait)
      • 4 PPE, Smarts (10") Range, Duration 3 (1/rd)
      • Opposed Roll, resisted by Spirit
      • Success = -2 die-types to selected Trait; Raise = -4 die-types
      • Trapping: Cold/Fatigue: Targets must roll Vigor (-2 on Casting Raise) or suffer a level of cold-based Fatigue
    • Exemplar (boost Trait Spell of Legend):
      • PPE: 8 (+2 per additional target); Range: Smarts x4 (48"); Duration: 6 (2/rd)
      • This Power vastly boosts the target's proficiency with the Trait in question. On a Success, the target gains +4 die-types to the ability; on a Raise, they gain +8! In addition, if they get a Raise, they gain limited protection from Critical Failure with that Trait--they may spend a Benny to attempt to re-roll using the normal rules, but if that is also a Critical Failure, then they are stuck with the result.
    • Obliviate (lower Trait Spell of Legend):
      • PPE: 8 (+2 per additional target); Range: Smarts x4 (48"); Duration: 6 (2/rd)
      • Obliviate utterly decimates the targeted Trait. On a Success in the Opposed check, the target suffers a -4 die-type penalty to the Trait, with a minimum of d4-2; on a Raise, the victim is at -8 die-types. When used against a Skill, if the caster got a Raise, and the trait is lowered to d4-2, then the target is treated as Unskilled (and so may not even be able to attempt a roll, per the usual rules). Attributes do not get this additional effect.
      • As a rules note: Fighting d4-2 gives the victim a Parry of 2, and Vigor d4-2 give the victim a Toughness of 2.

  • Beetle Box
    • Nightwing Beetles (fly)
      • 4 PPE; Touch Range; Duration 3 (1/rd)
      • Flight speed = Target's Pace; for +4 PPE, speed = Pace x2
      • Up to 5 additional Targets, +1 PPE each
      • Darkness/Stealth Trapping; Costs 1 extra PPE per target
      • On Success, adds one die-type to Stealth; on Raise, adds two die-types to Stealth
      • Trapping does not work in normal lighting, but extra cost still applies
    • Lightning Beetles (swift flight)
      • 9 PPE; Touch Range; Duration 3 (1/rd)
      • Flight speed = Target's (Pace+2)x4; for +2 PPE, speed = (Pace+2)x8
      • All Targets gain -1 to be hit by Ranged Attacks (does not stack with deflection or similar bonuses)
      • Up to 5 additional Targets, +1 PPE each
      • Trapping: Electricity/Jazz: Success adds +2 Pace (factored into spell's effect); Raise adds +1 die-type Agility

  • Clockwork Puzzle-Box
    • Clockwork Creatures (summon ally)
      • 3 PPE for Novice Creatures, 4 PPE for Seasoned Creatures; Smarts (10") Range; Duration 3 (1/rd)
      • Trapping: Clockwork, see stat-blocks for effect
      • Since power was gained through the H&J "Pick one Novice Power not on list" option, it will only level up with Libertas--not affected by Born a Hero
    • Toybox Explosion (force multiplication
      • As Clockwork Creatures, but +2 PPE/additional summoned creature; all summoned creatures must be the same type

Staff of Libertas' Badassness
  • My Will Is Supreme (puppet)
    • 3 PPE; Smarts (12") Range; Duration 3 (1/rd)
    • Opposed by target's Spirit
    • Suicide/counter-nature orders force another opposed roll
    • Trapping: Violet eyes (both Lib and target); Fear--puppet victims come out of control and have to make an immediate Fear check, due to visions suffered while under control
  • Your Will Is Nothing (mind control)
    • 6 PPE; Smarts x2 (24") Range; Duration Success: 1 min (1/min), Raise: 5 min (1/5 min), 2 Raise: 10 min (1/10min)
    • -1 to all other actions while Power is active
    • Opposed by Spirit
    • Suicide/Counter-nature orders force new opposed roll
      • Fail: Do as ordered
      • Succeed: Resist command, do nothing for 1 round
      • Raise: Break free
    • Trapping: Violet eyes (both Lib and target); Fear--puppet victims come out of control and have to make an immediate Fear check, due to visions suffered while under control
  • Necro-Ware (greater healing/resurrection)
    • Variable PPE; Touch; Each effect inflicts Strain from injected Necro-Ware, listed below
    • 10 PPE: Heal one Wound (regardless of Golden Hour) on Success; Heal two Wounds with a Raise; Neutralizes any poison or disease
        Poison/Disease: 1 Strain for 24 hours; Wounds: 1 Strain/Wound for 24 hours
    • 20 PPE: Cast at -4 over 1d6 hours; Success = Restore Permanent Injury; Failure = Never can be repaired
        1 Strain for 1 week
    • 30 PPE: Resurrect the dead (Less than 1 hour: -2; <1 Day: -4; <1 Month: -6; <1 Year: -8; 1 Year+: -10); casting takes 2d6 hours; Failure = Libertas dies; Other TWs can aid via cooperative rolls, and Fail = Incapacitated by Fatigue; Success leaves target at Incapacitated, with 3 Wounds and a Permanent Injury (both Wounds and Injury can be further treated by Necro-Ware, but all Strain effects stack)
        1 Strain for 1 month

Helskor
    Walk Among The Dead (intangibility)
    • 5 PPE, Self-Only, Duration: 3 (2/rd)
    • Become incorporeal, can only be affected by supernatural means, cannot interact with physical world
    • Trapping: Mask of death--the wearer appears to be a dead soul; on a Raise, undead start at Neutral disposition to the caster, unless he does something to antagonize them. Probationary Trapping subject to change.
    Spectral Form (astral projection)
    • 10 PPE, Self-Only, Duration: 1 minute (1/min)
    • Soul leaves body behind; travels incorporeal, at x4 Pace (32")
    • Trapping: Mask of death--the wearer appears to be a dead soul; on a Raise, undead start at Neutral disposition to the caster, unless he does something to antagonize them.Probationary Trapping subject to change.

Tattoos

    Barbed Wire Necklace (throat)
    • 3/day.Must be able to touch throat (have to break seal on body armor).
    • If used more often, adds 1 level of Fatigue that cannot be treated with succor, requires 24 hours rest
  • Dark Voice (speak language)
    • 1 PPE, Self, 10 Minutes
    • Trapping: Splendour/Domineering: Success: Add +2 Charisma; Raise: +1 die-type to Intimidate
  • Heed Me (mass understanding)
    • 2 PPE, Self, 10 Minutes
    • Affects all selected targets within x2 Smarts (24"), permits free communication between them
    • Trapping: Splendour/Domineering: Success: Add +2 Charisma; Raise: +1 die-type to Intimidate

    Spinning Black Void (right palm)
    • 3/day. Must hold out hand at target with fingers splayed (cannot use if hand is secured from this position).
    • If used more often, adds 1 level of Fatigue that cannot be treated with succor, requires 24 hours rest
  • Mystic Famine (drain Power Points)
    • 0 PPE, Smarts (12") Range
    • -2 Casting Roll if not AB: Techno-Wizardry
    • Success: Destroys 1d6+1 PPts; Raise: Destroys 1d8+2 PPts
  • Your Power is Mine (PPE Thief)
    • 6 PPE, x2 Smarts (24") Range
    • -2 Casting Roll if not AB: Techno-Wizardry
    • Success: Steals 2d6+1 PPE; Raise: Stealss 2d8+2 PPE
    • If target uses ISP, then points are Destroyed, not Stolen; Stolen PPE cannot exceed normal maximum

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Last edited by Libertas Magicum on Sat Dec 30, 2017 10:06 pm, edited 4 times in total.



Sun Feb 19, 2017 12:29 pm
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Approved by VV February 18, 2017

Presci unique custom race
Also known as "Peekers", this human-seeming race of D-Bees has an innate precognitive talent. Though the baseline ability only peers a heartbeat or so into the future, this gives them an astounding advantage in many scenarios, particularly combat.

The home dimension of the Presci is a strange one, even by the standards of the Mega-Verse. The flow of time there is not only inconstant (something found in many dimensions once Rifts open to allow comparison), but also localized--while the amount of drift between one locale and its adjacent territory is minimal, it can still be disorienting to discover you've entered a city five seconds after the gates closed, or an advancing army suddenly seeming to 'jump' sixty feet forward. The few Rogue Scientists who have visited there describe the effect as similar to being in a stream where the currents shift in narrow flows--immediately adjacent flows tend to be only marginally dissimilar, but across enough distance, you might have one area that is almost at a standstill, while another moves rapidly forward.

The world has varying technology levels--a place that has had a rapid time-flow compared to the average for a long time will be a century or three ahead of a backwater on the far side of the same continent. However, they have never developed electrical power outside of battery-operated devices, because running constant current across a wire system is impossible as you move from stream to stream. This, in turn, has led to a complete lack of computer technology and similar tech based on high electrical power usage.

In this environment, the Presci evolved. In their home dimension, their temporal perception is actually just natural acclimation to the variable time-stream; moving between marginally differential time-flows doesn't disturb them, permitting them to act normally--to them, the differential timestream is natural, just part of the air they breathe.

It was only once a group of Presci stumbled through a Rift to Rifts Earth that the effects of this adaptation in 'normal' time-flows became apparent. The awareness they have of the half-heartbeat immediately following the one everyone else exists in is just enough to give them a huge edge in rapidly changing scenarios like combat. However, the physiological changes to their own neurology make it impossible for them to harmonize with electronic circuits in any fashion.

Advantages:
Foresight: Seeing even a short distance into the future has its advantages. All Presci have the following Edges: Danger Sense, Level-Headed, Quick and Dodge. They also gain +2 Parry. (+10)
Cheaters: Presci gain a +2 bonus to all Gambling rolls. (+2)

Drawbacks:
Interface Issues: The unique neurophysiology of the Presci makes it impossible to synchronize with machines. As a result, they cannot use cyberware or similar systems, including both Juicer rigs and M.O.M. units. In addition, the rare Presci Cyberknight is unable to access the Cyberkinetic Combat ability, and cannot gain the Edges based on that power of the Iconic Framework. (-1)
Fated: Presci have the Bad Luck Hindrance, leaving them with only two Bennies at the start of a session. (-2)
Overconfident: The Presci tend to assume that their foresight will get them through dangers that others would balk at. (-2)
Long gaze: Presci often look elsewhere when talking to people, reacting to things a moment before they actually happen. Treat this as the Quirk Hindrance. (-1)
Rite Stuff: Prescis are almost off the Coalition States' radar, since they pass easily as humans. However, the Federation of Magic has learned that Presci sacrifices can grant phenomenal divinations, and thus have begun hunting them actively; captured Presci who do not have magical talent are short-lived. This is considered a Major Wanted Hindrance (-2)
Audio Overlap: While Presci vision functions normally, they often hear things out of sync with what they see, or get overlaid sound. This effectively gives them the Minor Hard of Hearing Hindrance--however, this does not provide them with resistance to Boom Guns, and in fact, requires them to make two Vigor rolls to resist the effects of one. Spells with similar Sonic trappings may get an additional effect against the Presci, at the GM's discretion. (-1)
Tasty: While Psi-Stalkers cannot detect them automatically, they've found that they may feed on Prescis as if they have an Arcane Background (use the rules on page 123 for this, but raise the limit to the Prescis Spirit die). As a result, this has led to several predictably unpleasant incidents; the two races are now bitter enemies, with a -4 to Charisma when dealing with one another. (-1)

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Didn't have a signature but wanted the 1 EP for using OOC tags!


Sun Feb 19, 2017 3:36 pm
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Stat-Blocks for Summon Ally:

All Bots have the following:
Vulnerability: Electricity (-4 to resist effects, +4 damage from electrical attacks)
Immune: Poison/Disease

NOVICE

Experienced Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6
Charisma: —; Pace: 6; Parry: 6; Toughness: 11 (4)
All 'models' equipped with Huntsman Armor. Weapons and Combat Edges vary as noted below:

Berserker Bot
Vibro-Sword: Str+d10 MD, AP 4
NG-33 Laser Pistol: 15/30/60, 2d4+1 AP 2, RoF 1, 20 Shots, Semi-Auto
Edges: Frenzy, Improved Frenzy

Sureshot Bot
Vibro-Knife: Str+d6 MD, AP 4
NG-L5 Laser Rifle: 25/50/100; 3d6+2, AP 2, RoF 1, Semi-Auto, 20 Shots
Edges: Marksman, Trademark Weapon (NG-L5, +1 Shooting)

Boombot
Vibro-Knife: Str+d6 MD, AP 4
WI-GL4 Revolving Grenade Launcher: 60/12/240, RoF 1, 24 Shots (all same type of Grenade, chosen at casting)
  • Fragmentation: 3d6 MD, LBT
  • Armor Piercing: 3d8 AP 8 MD, SBT
  • High Explosive: 3d8 MD, MBT
Edges: Dodge, Improved Dodge (-2 to be hit at range)

Spray-n-Pray Bot
Vibro-Knife: Str+d6 MD, AP 4
NG-IP7 Ion Pulse Rifle: 12/24/48, 1-3d6+1, RoF 3, 30 Shots, +2 Shooting, Semi-Auto, 3RB
Edges: Rock and Roll (no recoil penalty if still), Trademark Weapon NG-IP7 (+1 Shooting)
Total effect: +3 Shooting, +5 Shooting/+2 Damage for 3RB

Beatbot
Neural Maces (x2): Str+d6, Touch Attack (+2 Fighting), Vigor roll or Incapacitated, 1/rd Vigor roll to become Shaken
Edges: Two-Weapon Fighting, Ambidextrous

SEASONED

SmashBot
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d4, Throwing d6
Pace: 7; Parry: 6; Toughness: 12 (1)
Gear: Thick plates (+1 Armor), massive club (Str+d8).
Size +3: Over 8’ tall with a torso shaped like a boiler furnace
and thick arms and legs
Sweep: May attack all adjacent characters at –2

BiteBot
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 6
Bite: Str+d6
Targeting Sensors: BiteBots target the enemy's soft spots.
With a raise on its attack roll, it hits the target’s most weakly
armored location.
Fleet-Footed: BiteBots roll d10s instead of d6s when
running.

Seasoned Experienced Soldier
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6
Charisma: —; Pace: 6; Parry: 6; Toughness: 12 (4)
All 'models' equipped with Cannonball Armor. Stats vary as noted below:

Betterserker Bot
Fighting d10, Parry 7, Toughness: 13 (4)
Chain Longsword: Str+2d8 MD AP 2
NG-33 Laser Pistol: 15/30/60, 2d4+1 AP 2, RoF 1, 20 Shots, Semi-Auto
Edges: Frenzy, Improved Frenzy, Brawny

Sniper Bot
Shooting d10
Vibro-Knife: Str+d6 MD, AP 4
JA-9 Variable Laser Rifle: 40/80/160; 3d6+1, AP 3, RoF 1, Semi-Auto, 30 Shots, Scope reduces light/range penalties by 2
Edges: Marksman, Improved Trademark Weapon (JA-9, +2 Shooting)

Boombot
Shooting d10
Vibro-Knife: Str+d6 MD, AP 4
WI-GL20 Automatic Revolving Grenade Launcher: 60/120/240, RoF 3, 40 Shots (pick ammo), Snapfire
  • Fragmentation: 3d6 MD, LBT
  • Armor Piercing: 3d8 AP 8 MD, SBT
  • High Explosive: 3d8 MD, MBT
  • Plasma: 3d10 MD, SBT, bypasses non-FEP armor
Edges: Dodge, Improved Dodge (-2 to be hit at range), Steady Hands (No 'unstable platform' penalty)

Spray-n-Prayharder Bot
Shooting d10
Vibro-Knife: Str+d6 MD, AP 4
TX-30 Ion Pulse Rifle Ion Pulse Rifle: 12/24/48, 1-3d8, RoF 3, 50 Shots, +2 Shooting, Semi-Auto, 3RB
Edges: Rock and Roll (no recoil penalty if still), Improved Trademark Weapon TX-30 Ion Pulse Rifle (+2 Shooting)
Total effect: +4 Shooting, +6 Shooting/+2 Damage for 3RB

Bapbot
Fighting d10, Parry 7
Neural Maces (x2): Str+d6, Touch Attack (+2 Fighting), Vigor roll or Incapacitated, 1/rd Vigor roll to become Shaken
Edges: Two-Weapon Fighting, Ambidextrous, Florentine (+1 Fighting against single weapon/no shield)

Burnbot
Shooting d10, Tough 13 (4)
Vibro-Knife: Str+d6 MD, AP 4
NG-E4 Plasma Ejector: 24/48/96, 3d10 MD Plasma, RoF 1, Shots 12
Edges: Marksman, Brawny, Trademark Weapon NG-E4 (+1 Shooting)

Shredbot
Agility d8, Strength d8, Fighting d10, Parry 9
Vibro-Vambraces: Str+d8 MD AP 4, +1 Parry
Edges: Block (+1 Parry), Two-Fisted, Ambidextrous

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Last edited by Libertas Magicum on Fri Nov 03, 2017 11:17 am, edited 2 times in total.



Sun Aug 06, 2017 11:13 pm
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They look fun man!

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13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Mon Aug 07, 2017 7:01 am
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4/4/2017: Added N2 Advance, taking Scholar Edge
6/30/2017: Added N3 Advance
Received F&G Roll for exceptional effort in Gloom Storyline: Smart and Learned (+1 dt to Smarts: d12; d6 in Investigation, Taunt changed 1/6/18 w/ GM permission K: Artisan, K: Cybernetics); Also acquired a Staff of Power attuned to Techno-Wizardry.
10/1/2017: S1 Advance = Master of Magic
1/1/2018: S2 Advance = Power Points; S3 Advance = Knowledge (Engineering) d12, Knowledge (Arcana) d12
1/1/2018: +60K Cr backpay and danger compensation
1/2/2018: Sold Communication Band to 18th COT for 44K, less 9K 'delivery fees', gain 35K.
2/10/2018: Gained Magic Tattoos (Speak Language, Drain Power Points) in play
2/21/2018: Gained +2 Pace, Stubborn Hindrance in play.
4/1/2018: S3 Advance = Spirit d8 VOID. Advance on Hold per conversation with Pender 4/6
5/8/2018: Added Legendary Journey Roll: Fatal Flaw (Description added to Powers).
6/1/2018: V1 Advance: Improved Rapid Recharge
7/13/2018: Mid-session Advance (V2) due to Interlude: d8 Spirit
7/16/2018: Bonus HJ (Education) Roll: 5 = Linguist Edge

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Tue Sep 26, 2017 12:54 pm
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Looks good, with the greater vigor boost, just go with a vigor die type increase.

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13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Tue Sep 26, 2017 7:26 pm
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Interlude Storage

Tara's Tale
"Tara? Oh, she was... well, a friend. We'd run in the same crowd as kids, kind of lost track when I got my apprenticeship. But we ran into each other again when I left Stormspire--she was working the caravan I was taking to Tolkeen, as a driver. She didn't have any arcane skills, which limited her options in Stormspire proper, but she could make a truck like this one practically dance." He gets a wistful smile at the memory.

"Anyway, we took the trip as a chance to reconnect. It'd been mostly my fault we'd lost touch--I can get a bit obsessive when I'm in a workshop. And maybe I was a bit full of myself, because I'd gotten out of the street life and everything. But she was happy just to talk and catch up, no blame or anything. I rode most of the time in the cab of her truck, rather than in the big APV with the other passengers. That week, I was... well, happy." His face becomes almost impossible to read.

"That's what saved my life, too. See, we got to the outskirts of the kingdom just as the Coalition was gearing up for their big assault. Everyone thought they'd been beaten by the Sorcerer's Revenge, and sent packing. As it was, though, the wilds were crawling with CS troops. We did our best to evade them--in fact, after a discussion with the caravan master, we'd made the decision to turn and head back. And that's when the missile barrage hit the APV. They deliberately targeted the passengers, you see. Probably afraid there were spellcasters in the bunch, wanted them all dead on arrival." He takes a deep breath.

"Tara drove like a hellion, trying to get us away. She took that truck off-road, along a riverbank, up a steep ravine wall... It really was almost magical. I sometimes wonder if she had some sort of supernatural ability, something unique--guess we'll never know." He wipes away a tear, drawing a ragged breath.

"We came up over a hill, laughing because we thought we'd gotten away... and that's when the sniper's bullet hit her, right between the eyes. The truck crashed, of course, ran straight into a big oak tree. That's where they found me, holding her and screaming. They didn't realize what I am, or they probably would've just shot me, too; but since all my gear was in the APV when that blew up, they just figured I was an ordinary civilian. Took me to the camps...." He shakes his head. "That's a story for another time. Anyway, I've been thinking of this truck as being imbued with Tara's spirit. Makes me feel close to her again."


***************

Burning Eyes

Libertas wiped the sweat from his eyes. He'd been working for hours in the forge, just trying to get through to his next break. Heating the metal for the settings for the gems to be used in aligning the latest creations was dirty, thankless work. Still, he had to put in his dues--he was only nine, after all, and needed this posting. And he seemed to have a knack for it. Then Master Cornelius came through the forge and told him to knock off early--an unheard-of event! And enough to make him suspicious and curious. So he set the forge to smoulder, and then went up the stairs to his room above the shop--before immediately slipping behind a loose panel in the wall, and dropping back down. He'd found this little spy-covey a few months after he'd been installed here, and had learned that it gave an excellent view of the forge chamber, where the Master preferred to do private talks.

He watched as another man joined the Master, his face obscured by the gray robe he wore. "You should definitely come along on this trip, Cornelius. Lazlo has something truly extraordinary in mind. And surely, the shop can be managed for a few weeks while we are gone. You don't want to miss this."

Master Cornelius replied, "So you keep saying. Alright, alright." He held up a hand to forestall another verbal onslaught from his visitor. "Fine, fine, you know damn well I'm going to go, or you wouldn't have bothered trying to get me to go in the first place. But the boy isn't ready to run the shop himself. I'll just have to give him--" He emits a heavy sigh. "--a vacation. Get the skyskiff ready, and we can leave in a bit. I need to go tell Old Man Clumber to hold my deliveries while we're gone."

The gray robed figure--definitely a woman, by the voice, at least--nodded. "Of course. I will meet you at the dock." Cornelius wandered out, grumbling.... and the robed woman motioned directly at Libertas' hiding spot. "Come out, there isn't much time. Get over to the skydocks; there's a large crate with the mark of an eagle on the side; get in, pull the straw over yourself, and stay quiet. There's plenty of rations in the bottom. Assuming, of course, you're wondering what could possibly get your Master so curiousthat he would leave his shop unattended in the busy season."

Libertas was many things, but slow-witted was never one of them. He was still vaguely annoyed at the implication he couldn't even handle the task of taking new orders and deliveries, but the thought of stowing away... well, what 9-year-old boy doesn't secretly want to be a pirate? If he were older, he might've been more suspicious--but then again, when he was older, he knew enough to recognize a Grey Seer when he saw one, and that it's wise to listen to their counsel, so he probably would've gone anyway. And she was quite accurate--the crate was where she'd said it would be, and the food was more than enough for a skinny youth to sustain himself. The crate also had gaps in the slats, so he was able to peer out occasionally, to judge what was happening around him.

The trip was mercifully brief; he had to sneak out at night to take care of necessary functions; he'd long ago learned to hold it until evening anyway, because leaving the forge at the wrong moment could lead to a beating. Soon, they landed, and once again, the woman came by his crate and spoke, without looking at him. "If you are fast, you should be able to follow us down into the demonstration chamber. There's a small red door on the landing before the one we'll get off the stairs at; take that door, and you'll be in a high viewing gallery; it should be possible to stay hidden in the shadows there. Watch, listen, and learn."

Again, he obeyed the instructions, and again he was rewarded. The gallery overlooked a truly massive chamber. Down below, he could see Master Cornelius, along with a dozen other major figures of the city of Stormspire, and of course, the gray-robed woman. A lecture was going on... his damnable echo-hearing making it difficult to make out the words, but he'd been smart enough to grab a spyglass from the shop before leaving (pirates need a spyglass, right?), and he could see the board from this angle quite clearly. Formulas, diagrams... he committed every scribble to memory, writing down the more complicated bits with his free hand. Rift manipulation... he hadn't even realized that was possible, yet. But he couldn't make out what the final result was supposed to be.

Movement... the gathered dignitaries were moving to one side of the chamber, behind a huge sheet of smoked glass. And above him, the dome was opening! He could see some sort of apparatus being wheeled out on the floor, now... and as the dome completely opened, he realized there was an actual rift up there. Two technicians came out, and fiddled with the apparatus as the glowing energy of the border of the Rift began to flux and crackle. Ah, so this was to be a practical demonstration. Excellent--he'd know now what the notes were all ab--

His innate precognitive talents were the only thing that saved even part of his vision. The Rift suddenly flared, just for a heartbeat--no, far less time than that--and a single beam of the brightest light Libertas had ever witnessed arced out of the Rift and across the countryside, striking some distant object, which Libertas would later learn had been completely obliterated. Unshielded by the glass below, however, and so much closer to the Rift itself, even his closed eyes had gotten damaged by the intensity of the beam. The silence below was, in its own way, deafening, and then one of the dignitaries gave a shout.

"To the SUN, gentlemen!"

Libertas, his eyes still burning, fumbled his way back to the ship, and his crate; he didn't know why, of course, but he knew that this was what he'd been meant to see, even if it did scar his retinas permenently.


******************

Collaboration


You know, one upside to this mission; I'll have a chance to get my hands on Gruber's workshop. Like the rest of Black Company, the guy's a bit of a legend--supposedly has stuff in there that no one else has even considered, let alone worked out, yet. Getting his designs, maybe even some of his work-in-progress? I could set myself up on easy street with that. Hell, even if the workshop legend is overblown, I could probably trade on being able to say I'd been there. Sometimes the brand is as valuable as the build.

And, well, I kinda had to reset a few months back. I told some of you about how I got captured by the CS, and how they killed my best friend while we were traveling to Tolkeen. But I didn't tell you what happened afterwards. There was this guy, General Drouge. CS inner circle. He apparently had this brilliant idea on how to handle the D-Bee 'situation' in Tolkeen. The Camps.

I dunno if any of you ever heard about them. We were held in chattel conditions--barely fed enough to survive, stripped of any gear except coarse clothing--when they eventually figured out what I was, they made extra sure not to let me have so much as a paperclip without supervision. Before then, I'd been wealthy enough from my completed apprenticeship in Stormspire to be able to set up my own shop--that's why I was going to Tolkeen, we hadn't even heard the CS had mounted a counter-offensive after they got beaten back by the Sorcerer's Revenge. My whole life had been in that truck, and the bastards took it and melted everything down to scraps.

Anyway, at the camp, like I said, they figured out what I was capable of. One of those filthy Psi-Stalkers sniffed me out. At first, I thought I was just going to end up getting misted--we all knew what happened to Ley Line Walkers and Mystics they found among the prisoners. Hell, even some minor hedge-wizards got that treatment.

But the commander of the camp knew just enough to be really dangerous. Angriman, that was his name, Commander Angriman. Funny name, sounds like 'Angry Man', but he wasn't the sort to lose his temper. He was different--cold, calculating. He realized that he could use me, rather than just exterminate me on the spot.

First he interrogated me, personally, to learn what I was capable of. I... let's say he was good at that. Then, once he had a solid notion, he started making 'requests'. First, they were actually fairly harmless things. In fact, the first jobs were mundane tech. Doing patchwork repairs in the officer's quarters and the barracks. Nothing... nothing unpleasant, or that would matter to the actual war effort or anything.

Should've realized the shitfucker was just getting me acclimated to taking orders.

So eventually he called me in for a 'special job'. Again, it wasn't something I'd object to; he was careful, methodical. So the first time I built TW gear for him, it was just some enhanced medical kits. They gave them to their psi-division's medics. I mean, sure, it was going to help them treat injured teammates, but... well, I didn't object to that so much. I was still hoping more people would come out of that mess alive than dead. Naive, in hindsight.

Of course, eventually, he wanted something more objectionable. Weapons and armor, for instance. I... well, I rationalized. Most of the stuff I was making wasn't noticeably more deadly than their own gear. They've gotten good at making killing machines, after all. So I wasn't going to have an impact, not really. Someone dies because of ice through their chest instead of plasma, that's... well, it was easy to tell myself that it was no big deal.

By this time, of course, I'd gotten pegged by the other inmates as... well, the term was 'collaborator'. Because I got special treatment for being so useful--extra food, less likely to be spoiled. Better clothing. More comfortable bed, even. Of course, I also was watched 24/7; Angriman was no fool. But the others... yeah, some of them hated me, some of them just envied me, a few even took pity on me. I think that last was the hardest to bear.

Then came the day that he'd been building towards. I was to build a device to help disperse toxic gas over an area the size of a village. I balked, finally. That was a bridge too far.

Angriman smiled. Then he called over Jasper--she was a D-bee, an elf they made do the cleaning in the barracks, pretty thing, eyes like gemstones--and nodded to her. "Remember," he said, "This happened because 79842-HT said, 'No'." And then, before I could do anything, a soldier came in. He was--

He was carrying Jasper's 3 year-old daughter, Sapphire. And Angriman shot that child, right in front of both of us. Killed her instantly.

Jasper charged at him, tried to claw his eyes out. The guard walked over and stunned her unconscious, dragged her back to the barracks. Angriman wanted the others to hear, you see. Hear that I'd gotten a 3-year-old girl shot and killed.

I... I knew I couldn't hold out against that kind of pressure, and even if I did, he would've tossed me in with the other prisoners again, and let them deal with me.

So, I stalled. I started work, but kept claiming to need some obscure material or rare piece of tech. Still, it was just stalling. Sooner or later, I was going to have to finish it up, or he'd punish someone else for my failure to produce. I was maybe 2 days from finishing it. It was, in its own way, going to be a marvel--capable of transmitting poison gas loads directly into buildings, where they'd expand and kill everyone inside.

I don't know if I could've finished it or not. But then... A CS unit arrived; the sergeant ran right into Angriman's office as he was chewing me out over the delays. Tolkeen was finished. They were to shut down all the camps. Angriman ordered the CS Sergeant of the platoon to 'mist this place, and everyone in it'.

The Sergeant--guy named Stockwell, by his namebadge--blanched, visibly. He thought they were just going to shut the place down, let us all go, trail off to the New West, or Pecos or whatever. Angriman had different ideas, though. He wanted the place cleansed, all of us wiped out, no records of what happened there.

Stockwell went back out to his men, they were all looking a bit shocked as Angriman repeated his orders: "Kill the monsters," he said. "Wipe them from the Earth."

And Stockwell looked back at him, then at his men, and nodded, slowly. "You heard him, troops. Wipe the monsters from the Earth." And with nothing more clear than that, the entire unit opened fire--on Angriman and his camp guards. They were so stunned, they never got a chance to return fire--and it probably wouldn't have done any good, most of them were in light armor with sidearms, not the heavy gear the front line was equipped with.

After that, well, Stockwell informed the prisoners that he'd lead them out of CS territory, so they could try to rebuild their lives. But the other prisoners didn't want to have anything to do with us collaborators, unless it was to kill us. Fortunately, one of Lord Coake's refugee-caravans came through while everyone was still arguing. They saw which way the wind was blowing, and the dozen or so of us collaborators got a ride with them, back to Castle Refuge. I figured this was as good a place to rebuild as any, and probably better than most.


***********

The Keymaster
Libertas spends a few minutes hooking together a pair of keyboards in a way that probably makes sense if you use crystals to power devices all the time. "Okay, there. Almost exactly like the rig I had back in Stormspire. We had a small band for awhile--some of the other apprentices and I. All built our own instruments and everything. Might've been a success, but Pericles kinda went overboard on the amps. Blew the front out of the first bar where we had our first gig. Not just the glass--the front of the building literally ripped off the rest of the structure and fell into pieces in the street. We all had to use the instruments to make devices to get out of there before the guards arrived--though that is where I first design I used for the Beetle Box, so I did get something out of it."


***********

Crystal Clarity

Crystal Clad was, of course, the star of the workshop--her family name carried a LOT of weight in TW circles, and she was almost as gifted as her father. The key word being 'almost'--she didn't quite have the edge the old man did. Still, she was better than ninety percent of the other apprentices.

Libertas was never part of the ninety percent. His innate talent for Techno-Wizardry made him stand out among the others, and more than once he pulled off some small feat that made it clear the others were going to be outclassed. Crystal and he thus developed something of an antagonistic relationship--her name and good looks meant she was favored by almost everyone, except the masters at the shop, who favored young Libertas' work. He resented her wealth and connections; she resented the way the craft came to him so easily.

At the same time, they had to respect one another's skills, and Libertas knew that he needed to be at least civil to someone as powerful as the daughter of Diamond Clad.

Things came to a head a bit before their graduation to Journeyman status. A series of assignments led to them one-upping each other. As usual, Lib's technical skill was more suited to dealing with the jobs, but her political acumen meant she got more praise for her own successes (and really, her skill was quite high by this point). Still, rivalries like this have a way of accelerating, and both of them began efforts along a less honorable line--espionage and sabotage. Nothing major--no one was going to get hurt because of the occasional loose bolt or cracked glass. Just enough to keep the other one off-balance.

After one particularly humiliating incident involving a machine that was SUPPOSED to create an eternal flame, but instead spewed custard all over the lab, Libertas had enough. He waited until he knew Crystal would be out of the building for the night (she was fond of a particular band that played at the Soaring Griffin), and then exercised his rudimentary breaking-and-entering skills to slip into her room (most of the apprentices shared common quarters, but her father had paid for a private space in the shop--one of the many small advantages that fed Lib's own resentment).

His original plan is lost even to his own memory--probably something childish along the lines of tweaking her plans for the invisibility cloak so that it only affected inanimate matter. But as he was rifling through her room, he came across not her latest plans, but rather, a book bearing her family crest. Opening it, he found that it was a journal, of sorts--not hers, but her father's. The notes were coded, but the cipher was easy enough to crack for him, as it was based on obscure TW principles.

Of course, he didn't have time to read it thoroughly that night, but now that he knew about it... He made a point of NOT disturbing her work--he didn't want her to know he'd been in there at all. Instead, he began sneaking in, regularly (sometimes when she was out, then later by using a simple Somnobulant Sonic Frequency Generator to keep her asleep while he came in late at night). Among the key things he learned was that old man Diamond Clad was in the habit of leaving a backdoor into his creations--just in case a client failed to come up with the goods.

Rather than have to keep the details on each creation in his memory, or risking using a common means of doing so (which would have put all of his works at risk), he would 'key' the actual creation with a code, left on the site embedded in the security itself. In order to crack the code....


Jude Follow-Up

Lib's Post-script

************

The Price of Poverty

5 years old and full of mischief, young Libertas bounded out of bed. It was Crafter's Day, a holiday in Stormspire where even the poorest and least-skilled families cobble together some hand-crafted toy for their children. Lib had been dropping hints all week that a hand-drawn toy car would be just fine. He knew they didn't have much money, after all--certainly not enough to afford some sort of techno-wizardry gadget.

He entered the living room of the small apartment he and his parents shared, looking around frantically for the gift he was sure would be there. He looked, and looked, but there was no box to be seen... gradually, his joy dimmed, becoming disappointment. No box. No gift. Sure, his parents weren't genius craftspeople, but he knew his mother could whittle, his father could hold a screwdriver.

Wait. Where were his parent? Shouldn't they be here, even if the gift wasn't? He looked around again, into the tiny kitchen, where he found a note. Come outside, Silly Goose it read.

Blinking in confusion, now, he went to the door, and looked out... and was amazed. His parents were there, standing next to the most beautiful hand-tooled pedal car ever to be brought to life. Oh, sure, from an adult perspective, it was crude and ungainly--one of the wheels was still a bit rough, and the sanding had missed several spots on the side. But to Lib's joy-filled gaze, no riding vehicle could be finer. He ran forward, practically dancing in excitement. "Poppa! Momma! How'd you do this?"

Beaming with pride and joy, his father answered. "Well, I borrowed a little something from a friend, made me and your mother both much better carvers. And he lent me the cash for the lumber, too--no cheap pressboard for this beauty, we carved the body out of an actual oak log!"

Libertas hugged them both so hard that a few tears leaked out of his eyes, then he jumped in and began to drive it around the block. As he zoomed off, pedaling with all his might, his mother (now well out of earshot of the boy) turned to his father, saying, "You never did tell me who this friend is..."

The older Presci just shook his head. "Don't worry, we won't owe him a dime. Just have to do a bit of work at his club for a few nights."

Her eyes narrowed. "His club... You don't mean that horrid Louie Bagnose--" He cut her off with a raised hand.

"Relax, Love, it'll just be a few weeks' work."

She snorted, unimpressed. "You mean a few weeks' cheating. What's he got you doing, signaling the house players at the poker tables so they know who's bluffing?"

He has the grace to look a bit embarrassed. "Well, actually, I'm going to BE the house player, on the down-low. All my winnings go to pay off Louie; if I make enough to pay the full amount, then I keep a percentage off the top after that. We might even have enough left over to buy you that new dress you've been wanting."

_______

Libertas' father lay in the gutter in front of their home, his arm severed at the elbow, life's blood pouring down the drain. His wife held him, tightly, as the boy sat on the ground, stunned and sobbing. She asked, "What happened?"

"One... One of the players... Big guy, he... he knew.... He could tell I could see time differently. He must've followed me out of the club... caught me a block away. H--he bit my arm off." He looked to Lib. "I... I'm sorry, boy. Sorry I was poor, sorry we never had enough money...."

This was too much for Lib; he threw himself at his father, trying to hold him together with pure willpower. "No! No, Poppa, no!"

As the neighbors came out to see what the commotion was about, one of them pulled the boy away to see if there was anything to be done, but it was far too late--too much blood loss by then. But because of this, only his mother was close enough to hear the dying man's last words.
Of course, in the vision, Libertas gets to see all the parts he missed, hear it all, too

"Damn you, you filthy shark... you could've just taken back the money..... Damn you, Viggo..."


************
Forgotten Promise
10 years old. Five years after the death of his father, Libertas’ mother lay, wan and breathless, on a rough bed. She’d done her best, but there’s a price to be paid for hard labor in the soot-shops where Mundanes in Stormspire can find honest work—especially when you work double-shifts, to pay for your dead husband’s debts AND to feed a growing boy.

Libertas, feeling much, much older than his decade of life, stood by the bed illuminated by a single candle. “Mother, you need to rest.”

“I’m sorry, Libby (only his mother was allowed to call him that; a few of the Sootstreet Boys had tried it once, and learned to regret it). I’m afraid I shall be resting far longer than I’d intended to, very soon.”

Lib fought back the tears; he was not going to add to her troubles, not now. “Do you want something to drink?”

“No, Libby. I want a promise. I know what you promised your father; I won’t try to take that vow from you. But I also don’t want you going down the same road he did.”

Lib opens his mouth to protest, but they’re both interrupted by his mother’s hacking fit. He took up the kerchief she kept by the bed, and daubed the blood from her lips, gently; she took the opportunity to continue. “I’m not expecting you to be a saint. I know you run with the Sootstreeters, and I know most of their families. They’re good people, for the most part, even if they’re a little lax when it comes to the rules. I’m not complaining about them.” A knowing wink, and for a moment her eyes regain the sparkle they had before Viggo touched their lives. “You could do far worse than Tara, really, for all her clever fingers. You stay true to yourself and your friends.”

He blinked, off-balance. He wasn’t so crass as to lie on his mother’s deathbed, but there was no force in Stormspire that could make him admit having noticed that there was something… different about Tara from the rest of the Sootstreet Gang, some spark she had that made her… interesting. That was a good word for it. Like the puzzles he saw in the windows of the toy shops.

His mother pressed the advantage. “I’m talking about the Market. I know they’ve been scouting the street gangs for ‘talent’, they call it. I call it, ‘chum’. They’re sharks, Libby—as much as the monster that killed your father. It was Louie Bagnose who put your father up to that rigged game. You stay clear of the Market, Libby. Swear it to me.”

“I… I swear.” Sure, that would make keeping his father’s vow a little trickier—the Market was always the route of least resistance for economic mobility, if you were skilled and ruthless enough. But he’d found other things he could do—things that didn’t require anything more than a few loyal friends who could share in the loot—that would give him a stake. He’d discovered a knack with machines, lately. If he could earn a stake, he could pay the apprenticeship fee at one of the big workshops. Even if it was just as an assistant, he could probably earn a real wage there.

In the morning, he went to the undertaker’s, and used the last of the household funds to buy his mother’s casket and a proper grave, not a pauper’s. She’d have been upset that he didn’t use the money to pay for a room, but he knew a few alleys it was safe to crash in. Tara’d shown him those.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Fri Oct 20, 2017 3:43 pm
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Joined: Fri Feb 17, 2017 3:02 pm
Posts: 542
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Vehicle

Albatross (TK Flyer)
  • Size 4, Crew 1+7, Toughness 16 (4)
  • Off Ley Line: Acc/TS 20/90, Handling 1, 2 PPE/hr
  • On Ley Line: Acc/TS 20/180, Handling 2, No PPE cost
  • P-Beam Cannon:
    • Range: 150/300/600; Damage: 3d10 MD, AP 4; Shots: 20
Piloting Modifiers Note: Unskilled (-2); Machine Maestro (+4 out of combat, +2 in combat); Handling +1 (base)/+2 (LL)

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:
[list]


Wed May 16, 2018 1:37 pm
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