Gabriel "Cobra" Beckett - MARS PCO (Ready for Review)

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Jude Maverick
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Gabriel "Cobra" Beckett - MARS PCO (Ready for Review)

Post by Jude Maverick »

Fortune & Glory
[dice]0[/dice]

Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills. (K. Battle, Survival, Taunt)

[dice]1[/dice]

Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.

[dice]2[/dice]

Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.

[dice]3[/dice]

Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.

Narrative Hook
[dice]4[/dice]

A Battle Beyond the Rifts. The Rifts go both ways in many cases, acting as portals to dimensions beyond the stars and, sometimes, beyond reason. For some cause or goal—or perhaps purely by accident—your hero wound up on one of countless worlds or planes of existence, caught in a battle for her life and maybe the fate of her home and everyone she cares about. On the other hand, maybe she is a native of that other world, and a battle she never expected pulled her into this place where she struggles to find her way, with the help of the Legion.

Education
[dice]5[/dice]

He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.

Experience & Wisdom
[dice]6[/dice]

Your hero knows how to make the most of second chances. He has Elan.

Training
[dice]7[/dice]

You may choose any one of the previous results.
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Credits: [dice]8[/dice] x 100 =
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gabriel "Cobra" Beckett - Character Sheet

Post by Jude Maverick »

Player Name: Matthew
Google Handle: KahlessNestor
Character Name: Gabriel “Cobra” Malcolm Beckett
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS Personal Concept Option
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 2; Pace: 6; Parry: 7; Toughness: 13 (5); Strain: 0
Bennies: 4/4 Load Limit: 8 x Str
Skills:
  • Common Knowledge d10
    • +2 geography and people of North America
  • Fighting d10
  • Healing d4-2
    • +1 first aid kit
  • Intimidation d8
  • Knowledge (Battle) d10
  • Notice d6*
  • Persuasion d6+2*
  • Shooting d10
  • Streetwise d6+2*
    • +2 in North America
  • Survival d6*
    • +2 in North America
    • +2 land navigation
    • +1 food gathering
  • Taunt d6*
  • Throwing d8*

Hindrances
  • Code of Honor (Major): Keeps his word and acts like a gentleman.
  • Loyal (Minor): Tries to never betray or disappoint his friends.
  • Wanted (Minor): For treason by the Coalition.

Edges
  • Level Headed: Act on best of two cards in combat.
  • Command: +1 to troops recovering from being Shaken.
  • Tactician: Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle.
  • Brave: +2 on Fear tests
  • Charismatic: +2 Charisma
  • I Know a Guy: Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Brawny: +1 Toughness; load limit 8 x Str.
  • Elan: +2 on rolls on which you spend a Benny.
  • Command Presence: Extends Command radius to 10”
  • Hold the Line!: +1 Toughness to troops.

Cybernetics
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gabriel "Cobra" Beckett - Background

Post by Jude Maverick »

Background

Image

Age: 40

Gabriel was a high level officer in the Chi-Town favorite 6th Mobile Armored Company. He was rising star in the Coalition military and served valiantly in the Siege of Tolkeen. And then his world fell apart when his teenage daughter Chiani was discovered to be an emerging psychic.

The Coalition took Gabriel’s daughter for service in their psi-companies, against her and her father’s wishes. He tried to free her and was caught, and his daughter was executed for failing to perform up to standards.

Gabriel was crushed and furious. Only his fame kept him from being put before a firing squad. He was discharged and sent into exile.

Gabriel went first to Lazlo, where he heard of this newly established presence in the region called the Tomorrow Legion.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gabriel "Cobra" Beckett - Gear

Post by Jude Maverick »

Gear

Wilk’s 447 Laser Rifle
  • Damage: 3d6, ROF 1, AP 2
    • Semi-Auto +1 Shooting and Damage, uses 2 shots
  • Range: 40/80/160
  • Shots: 20
  • 2 x 20 shots reloads
  • 5 lb.

Wilk’s 237 Laser Pistol
  • Damage: 2d6+1, ROF 1, AP 4
    • Semi-Auto +1 Shooting and Damage, uses 2 shots
  • Range: 15/30/60
  • Shots: 16
  • 2 x 16 shots reloads
  • 3 lb.

Vibro-Sword
  • Damage: Str+d10 MD, AP 4
  • 9 lb.

SFD Huntsman Lightweight Personal Armor
  • Armor +5
  • Toughness +1
  • Compensates for up to 2 points of illumination penalties.
  • No environmental systems
  • Str d6

NG-S2 Survival Pack
  • Weight: 30
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated. One flashlight, with a concealed pocket knife.
  • Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Credits: 300

Contacts
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gabriel "Cobra" Beckett - Advances

Post by Jude Maverick »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements. (Command, Tactician)
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing. (Crazy)

Hero’s Journey
  • Narrative Hook
    • 18
    • A Battle Beyond the Rifts. The Rifts go both ways in many cases, acting as portals to dimensions beyond the stars and, sometimes, beyond reason. For some cause or goal—or perhaps purely by accident—your hero wound up on one of countless worlds or planes of existence, caught in a battle for his life and maybe the fate of his home and everyone he cares about. On the other hand, maybe he is a native of that other world, and a battle he never expected pulled him into this place where he struggles to find his way, with the help of the Legion.
  • Education
    • 9
    • He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Experience & Wisdom
    • 1
    • Your hero knows how to make the most of second chances. He has Elan.
  • Training
    • 20
    • You may choose any one of the previous results.
    • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

MARS Fortune & Glory
  • 5
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills. (K. Battle, Survival, Taunt)
  • 11
  • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • 10
  • Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
  • 7
  • Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.

Advances
  • Initial Advances: (From Hindrances): Agility d8, Smarts d10
  • Free Edge (Human): Level Headed
  • Cybernetic Modifications:
  • Novice 1 Advance: Agility d10
  • Novice 2 Advance: Fighting d10, Shooting d10
  • Novice 3 Advance: Command Presence
  • Seasoned 1 Advance: Vigor d8
  • Seasoned 2 Advance: Hold the Line!
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • 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:undefined
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gabriel "Cobra" Beckett - Leveling

Post by Jude Maverick »

Skills: Healing, Notice, Persuasion, Streetwise, Survival, Taunt, Throw

Edges: Fervor, Inspire, Leader of Men, Natural Leader, Improved Level Headed
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Gabriel "Cobra" Beckett - MARS PCO (Ready for Review)

Post by Pender Lumkiss »

So I am just going to throw this out, some gms I have played with only allow the command edges to only effect troops under his command. Some gms I have seen relegate this to extras and not wild cards. I would hope no one here would do something so extreme, but I just wanted to mention it to you. At the very least you are going to want to be in a position of authority with the SET you join, to get the most out of the command edges.

Oh, lol, kudos on the background. " Remember the pain" is probably the 6th motto.
Field Team Six Bennies
3/6
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Re: Gabriel "Cobra" Beckett - MARS PCO (Ready for Review)

Post by Ashlyn Alvarez »

Glad you liked it :) I thought it appropriate.

I probably wouldn't end up playing him if I couldn't use the Command edges with my fellow PCs. I have plenty of other characters that could work.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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