Shadrakh - Orc Crazy

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Maximilian
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Shadrakh - Orc Crazy

Post by Maximilian »

HJ Underworld & Black Ops: [dice]0[/dice] -- Choice = 8 - Dirty Fighter Edge; raise on trick attempt, may spend Benny to gain the Drop
HJ Training: [dice]1[/dice] -- one Professional edge; Acrobat edge
HJ Training: [dice]2[/dice] -- +5 skill points for Fighting, Shooting, Throwing
HJ Training: [dice]3[/dice] -- Choice = 14 - Tricky Fighter edge, +1 Parry
HJ Underworld & Black Ops: [dice]4[/dice] -- Choice = 18 - Assassin Edge, +2 to Called Shots

Unstable Psyche: [dice]5[/dice] - Overconfident

Narrative Hook: [dice]6[/dice]

Credits: [dice]7[/dice] x 100 = 800
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Shadrakh - Orc Crazy

Post by Maximilian »

Player Name: Christian
Google Handle: crapgame7
Character Name: Shadrakh
Rank: Novice Experience: 5 Advances Left: 0
Race: Shaintar Orc
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d10
Charisma: -2; Pace: 12; Parry: 9, 11 with Crazy bonus; Toughness: 13 (5); Strain: 0
Skills:
  • Climbing d4 (1)
  • Fighting d10 (4-HJ)
  • Intimidation d8 (2)
  • Notice d6, +2 scent, +2 IF (race, 1)
  • Psionics d8 (IF+1)
  • Shooting d10 (1-HJ, 3)
  • Stealth d6 (2)
  • Survival d4 (1)
  • Swimming d4 (1)
  • Throwing d4 (1)
  • Tracking d4+2 (1)

Hindrances
  • Delusional (Major): MOM scrambled his brain. Shadrakh believes he is human. He believes he looks human. He has forgotten the Orcish language entirely, and replaced it with American. No matter how many mirrors you show him, or how many videos he sees of himself in combat, he sees nothing except a human male. You're the crazy one.
  • Overconfident (Major): (Unstable Psyche) Shadrakh cannot be beaten in single combat, or double combat, or any combat.
  • Greedy (Minor): Don't even dare trying to cut Shadrakh out of his share.
  • Phobia (Minor): Shadrakh is afraid of orcs.
  • Outsider (Minor): Orcs are outsiders in an already strange world (racial)

Edges
  • Ambidextrous (hindrance 1)
  • Split the Seconds (hindrance 2): May take 2 actions per turn
  • Off the Handle (Novice 1): may Lose It as a free action; no Smarts penalty to Get It Together
  • Dirty Fighter: +1 Parry
  • Tricky Fighter: on a raise, may spend a Benny to gain the Drop
  • Assassin: +2 to ignore Called Shot penalties
  • Acrobat: +2 Agility tricks, +1 Parry

Powers - ISP: 10
  • Teleport - Trapping TBD
  • Boost/Lower Trait
  • Invisibility - Sound Absorption trapping
Last edited by Maximilian on Fri May 11, 2018 10:53 pm, edited 5 times in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Shadrakh - Orc Crazy

Post by Maximilian »

Background
WIP
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Shadrakh - Orc Crazy

Post by Maximilian »

Gear

SFD Huntsman Lightweight Personal Armor
  • +5 Armor
  • +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs


Wilk’s 237 Backup Laser Pistol
Image
  • Range: 15/30/60
    Damage: 26d+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Wilk’s 447
Image
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto


Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
Credits: 800

Contacts:
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Shadrakh - Orc Crazy

Post by Maximilian »

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

Iconic Framework
  • Benefits, table rolls, etc

Hero’s Journey
  • Table
    • Roll result
    • Description

Advances
  • Initial Advances: (From Hindrances): Ambidextrous, Split the Seconds
  • Novice 1 Advance: Off the Handle
  • Novice 2 Advance: +1 Agility
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: Two Fisted
  • Seasoned 2 Advance: +1 Attribute
  • Seasoned 3 Advance: +1 Fighting, +1 Skill
  • Seasoned 4 Advance: +1 Edge
  • 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:
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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