David and his guardian Angel

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Tribe of One
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David and his guardian Angel

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MAIN F&G Rolls
[dice]0[/dice] = Vigorous and Tough: +1d Vigor and Nerves of Steel
[dice]1[/dice] = Fortune Favors the Bold: Brave and +1 Benny
[dice]2[/dice] = Strong and Powerful: +1d Strength and Brawny

SIDEKICK F&G Rolls
[dice]3[/dice] = Vigorous and Tough: +1d Vigor and Nerves of Steel
[dice]4[/dice] = Fortune Favors the Bold: Brave and +1 Benny
[dice]5[/dice] = Agile and Dexterous: +1d Agility and Ambidexterity

Interesting, perhaps explains why they bonded ...

If MAIN is MARS Personal Concept, extra F&G roll is: [dice]6[/dice] = Choose.

MAIN HJ Rolls:
Education:[dice]7[/dice] Command and Kn: Battle d8
Experience & Wisdom: [dice]8[/dice] = Background Edge
Underworld & Black Ops:[dice]9[/dice] = Thief and +3 Skill Points for Climbing, Lockpicking or Stealth

MAIN RICH/FILTHY RICH Rolls
Cybernetics [dice]10[/dice] = Wired Skill Port
Cybernetics [dice]11[/dice] = Choose
Cybernetics [dice]12[/dice] = Reinforced Frame
Cybernetics [dice]13[/dice] = Armor Plating
Cybernetics [dice]14[/dice] = Bionic Strength

MAIN: Credits, as Juicer [dice]15[/dice]

SIDEKICK HJ ROLLS
Education [dice]16[/dice] = Healer Edge and Healing d6
Training [dice]17[/dice] = +5 Skill Points for Fighting, Shooting or Throwing.

SIDEKICK: Credits, as 'Borg [dice]18[/dice] x1,000
GM Bennies: 7/7
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Re: David and his guardian Angel

Post by Tribe of One »

Character Sheet
Player Name: James
Google Handle: tribeof1
Name: David O'Mara
Rank: Seasoned Experience: 25 Advances Left: 0
Bennies: 4/4
Adventure Cards:

Race: Human
Iconic Framework: MARS Personal Concept (U.S. DEA Agent rifted to Atlantis, and all I got was this alien nanite swarm!)
Attributes: Agility d10*, Smarts d8, Spirit d8, Strength d10*, Vigor d8 *Includes cybernetics
Charisma: 2; Pace: 6 (1d6); Parry: 9; Toughness: 18 (6); Strain: 9/14
Skills:
  • Climbing d4+2 (HJ bonus pt + Thief)
  • Driving d4 (1 pt)
  • Fighting d8 (1d12+2) (3 pts, +4d from Wired Skill Port)
  • Intimidation d6 (2 pts)
  • Investigation d6 (F&G Smarts)
  • Knowledge: Battle d8 (HJ roll)
  • Knowledge: History d6 (F&G Smarts)
  • Lockpicking d4+2 (HJ bonus pt + Thief)
  • Notice d8 (3 pts)
  • Persuasion d8+2 (3 skill pts +Charisma
  • Repair d4 (1 skill pt)
  • Shooting d8 (1d12+2) (3 pts, +4d from Wired Skill Port)
  • Stealth d6 (+2 in urban areas) (HJ bonus pt + 1 skill pt + Thief)
  • Streetwise d8+2 (F&G Smarts + 1 skill pt)
  • Survival d4 (1 pt)
  • Throwing d4 (1 pt)
Edges
  • Brave: +2 to Fear tests
  • Brawny: +1 Toughness, carry 8 times Strength without penalty
  • Charismatic: +2 Charisma
  • Command: Allied subordinates within 5 inches gain +1 to Spirit rolls to recover from Shaken
  • Elan: +2 when using a Benny
  • Level Headed: Draw two cards for initiative and take the highest
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Rich, Filthy Rich: Total of 25,000 credits and 5 rolls on the Cybernetics Hero’s Journey Table
  • Sidekick: Has an allied Wild Card sidekick (Angel)
  • Thief: +2 to Climbing, Lockpicking and Stealth in urban areas, and to Notice traps
  • Upgrade (x2): Gain a cybernetic upgrade of choice
  • Upgradeable: Increase maximum Strain by 6
Hindrances:
  • Heroic (Major): Even when he knows better, O'Mara just can't say no to a person in need, whether man, woman, child or alien machine intelligence. He's the first to run into a burning building or leap on a grenade, and he's got the scars to prove it.
  • Loyal (Minor): Partners and squad-mates are family, and you don't leave family behind.
  • Stubborn (Minor): Back down? All I heard was "lean in."
Cybernetics:
  • Bionic Strength:Nanite-enhanced muscles, bones and tendons (+1d Strength)
  • Core Electronics Package: Nanites perform computations as mini-computer and radio with 20-mile range, interface with other systems. (+4 to appropriate Repair checks and Common Knowledge rolls)
  • Cyber-Wired Reflexes:Nanite-enhanced reflexes, adrenalin production (+1d Agility)
  • Nano-Repair System: Nanites heal damage and eliminate toxins (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease)
  • Reinforced Frame (x2): Nanite reinforcement of bones and muscle (+4 Toughness)
  • Wired Skill Port (x2): Nanite-improved neural pathways, muscle memory and eyesight to boost reflexes and aim in combat (+4d to Fighting and +4d Shooting)
GM Bennies: 7/7
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Tribe of One
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Re: David and his guardian Angel

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Background

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David2.jpg
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Gear

Juicer Assassin Plate Armor: +6 Armor, +1 Toughness, d10 Strength minimum, basic comms, light sensitive visor offsets illumination penalties by 2 and +2 vs. blinding attacks.

Wilk's 320 Laser Pistol: Range 18/36/72; Damage 2d6; ROF 1; AP 2; Shots 20; Weight 2; Semi-Auto. Two spare E-clips.

JA-9 Variable Laser: Range 40/80/160; Damage 3d6+1; ROF 1; AP 3; Shots 30; Weight 6; Integrated scope offsets 2 points of range and/or darkness penaltiesTwo spare E-clips.

Vibro-Sword: Damage Str+d10; Weight 9; AP 4, Mega Damage.

NG-S2 Survival Pack: Weighs 30 lbs. Contains just about everything needed for basic survival, including:
  • Two-person tent, insulated to −40 degrees Fahrenheit. Water collection extends water supplies by 20%
  • Insulated sleeping bag
  • Flashlight with concealed pocket knife, miniaturized solar panels
  • Biometric compass/inertial mapper (+2 to Survival rolls related to land navigation)
  • Short-range radio, 5 mile range
  • First aid kit (+1 to Healing, 3 uses, 300 credits to refill)
  • Hunter/fisher kit with line, hooks, etc. for fishing and trapping (+1 to Survival checks to gather food)
  • Three saw wires and two ring handles
  • Fire starter with solar-powered ignition cell and flint sparker (with six extra flints)
  • Survival knife
  • Small hatchet
  • Wooden cross
  • Four signal flares
  • Climbing kit with 30 feet of lightweight cord, climbing gloves, four ceramic spikes, and small mallet
  • Bar of soap and sterilized cloth
  • Canteen
  • Two weeks worth of survival rations in sealed pouches
Credits:5,200 (1,200 starting + 5,000 Rich + 20,000 Filthy Rich - 21,000 to purchase Cyber-Wired Reflexes and Bionic Strength)
David3.jpg
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Contacts:
GM Bennies: 7/7
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Re: David and his guardian Angel

Post by Tribe of One »

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

M.A.R.S. Personal Concept
  • Three Hero’s Journey rolls
  • Four Fortune & Glory rolls
  • Start as Seasoned with 20 XP (+5 for PbP special rule)
  • Begin with +5 skill points
  • Begin with two Edges of choice, ignoring Rank requirements (Charismatic, Upgrade: Core Electronics Package)
  • Equipment as Juicer
Hero’s Journey
  • Education (12)
  • d8 in Kn: Battle and Command Edge
  • Experience & Wisdom (11)
  • Background Edge (Upgradeable)
  • Underworld & Black Ops (13)
  • Thief Edge and +3 skill points for Climbing, Lockpicking and Stealth
MARS Fortune & Glory
  • (8) Vigorous and Tough: Your hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • (11) Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • (7) Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • (12) Choose Your Fate - Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills. (Investigation, Kn: History, Streetwise)


Rich/Filthy Rich rolls on Cybernetics table
  • (7) Wired Skill Port - +4d Fighting
  • (20) Choose - Nano-Repair System
  • (2) Reinforced Frame
  • (17) Armor Plating Traded with Bionic Strength for another level of Reinforced Frame
  • (13) Bionic Strength Traded with Bionic Strength for another level of Reinforced Frame
  • (**) Reinforced Frame


Advances
  • Initial Advances: (From Hindrances): +1d Agility, +1d Spirit
  • Free Edge (Human): Sidekick (Angela)
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Filthy Rich
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: Level-Headed
  • Seasoned 2 Advance: Upgrade (Wired Skill Port - +4d Shooting)
  • 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:
GM Bennies: 7/7
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Re: David and his guardian Angel

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Sidekick
Angel1.jpg
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Name: Angela
Rank: Seasoned Experience: 20 Advances Left: 0
Bennies: 3/3

Race: Alien Nanite Swarm
Iconic Framework: MARS Power Armor Soldier
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d8
Charisma: -; Pace: 6 (1d6); Parry: 5; Toughness: 5 or 19 (12) in power armor
Skills:
  • Driving d4 (1 pt)
  • Fighting d6 (2 pts)
  • Kn: Computer d6 (racial)
  • Kn: Cybernetics d6 (2 pts)
  • Kn: Electronics d8 (racial + 1 pt)
  • Kn: Engineering d6 (racial)
  • Healing d6 + 2(HJ roll + Healer Edge)
  • Lockpicking d4 (1 pt)
  • Notice d8 (3 pts)
  • Piloting d6 (2 pts
  • Repair d8 (3 pts)
  • Shooting d8 (3 pts)
  • Stealth d6 (2 pts)
Edges
  • Ambidextrous: No penalty using off-hand
    Brave: +2 to Fear tests
  • Elan: +2 when using a Benny
  • Electromagnetic Mobility: Fly at Pace
  • Healer: +2 to Healing rolls
  • Level Headed: Draw two cards for initiative and take the highest
  • McGyver: No penalty for lacking equipment and with a few tools and scraps can rig up just the right thing
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Power Armor Jock: No penalty wearing power armor
Hindrances:
  • Heroic (Major): Creation and the intelligent entities that practice it must be protected from the forces of destruction.
  • Loyal (Minor): Entities -- mechanical or biological -- one bonds with become a part of the greater swarm.
  • Stubborn (Minor): "My cognitive protocols are far superior to your own."
Alien Nanite Swarm
A techno-organic hivemind composed of thousands of tiny, self-replicating machines bound by a malleable, electromagnetic field, the Alien Nanite Swarm's origins are shrouded in mystery. Is it a member of some alien race? A servitor that has evolved by accident or design to self-awareness? Whatever the case, the swarm's innate understanding of electronic machines make it an adept mechanic and operator capable of hijacking systems and interfacing directly with vehicles, weapons and armor, which it can "wear" as a body of sorts. Otherwise, the swarm may mold itself into a vaguely humanoid shape, allowing it to manipulate objects and communicate via carefully-tuned harmonic vibration.
  • Racial Abilities and Complications
  • Cyber-Resistant: Although capable of upgrading itself (through Advancements), a nanite swarm is incapable of using traditional cybernetics.
  • Dependency: Electricity The swarm must spend an hour per day interfacing with a source of electricity to recharge itself; failure to do so inflicts one level of Fatigue per day until Incapacitation; the following day, the swarm dies.
  • Distinctive D-Bee Floating clouds of D-bee space dust that control machines are the stuff of nightmares within the Coalition. A swarm suffers a -4 Charisma with CS citizens.
  • Fragile Bonds The electromagnetic field that holds the swarm together is not as strong as bone and muscle and is susceptible to disruption. The swarm suffers -1 Toughness and is -4 to resist electricity-based powers (electrical attacks do +4 damage). In addition, the swarm makes all Strength rolls (including damage) at a -1 penalty.
  • Inquisitive Interloper A stranger in a strange land, the nanite swarm is hard-wired to learn all it can about its new surroundings. It has the Curious Hindrance.
  • Machine Mind The swarm functions as an advanced computer and has an innate ability to interface with electronics and machines. The swarm gains the benefits of the Core Electronics Package cybernetic upgrade (without suffering Strain) and begins with d6 Knowledge: Computers, d6 Knowledge: Cybernetics and d6 Knowledge: Engineering.
  • Mobile Swarm The swarm can create an electromagnetic field to organize itself into a humanoid shape or other form as needed, allowing it to walk upright and manipulate objects like most other races. In addition, the swarm can compress to Size -3 (Strength and Toughness are unchanged) at will, allowing it to slip under doors or into other tight spaces that are not environmentally-sealed.
  • Restricted Path Nanite swarms are incapable of using magic or psionics and may never gain any Arcane Background Edge.
  • Self-Replicating The swarm constantly recycles and replaces damaged nanites, allowing it to regenerate quickly. It may make a natural Healing roll once per day. Whenever the swarm suffers a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury; if successful, the injury heals after 1d6 days.
  • Techno-Organic Construct The swarm doesn't breathe, has no vital organs (and so is immune to the extra damage from a Called Shot) and is immune to poison and disease. The swarms bio-metal components heal as normal (but see "Self-Replicating") and it must consume organic material to survive.
Electromagnetic Mobility Edge
Electromagnetic Mobility [Racial Edge]
Requirements: Novice, Nanite Swarm
You've learned how to ride the Earth's electromagnetic waves by aligning your field with them; you can now Fly at a speed equal to your Pace.
Cybernetics (or equivalent):
  • Core Electronics Package: Nanites perform computations as mini-computer and radio with 20-mile range, interface with other systems. (+4 to appropriate Repair checks and Common Knowledge rolls)
GM Bennies: 7/7
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Re: David and his guardian Angel

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Background
Angel2.jpg
[Goes here
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Gear

Seraph Power Armor (retrapped Triax X-10 Predator): Size 2, +12 MDC Armor, +2 Toughness, Strength 1d12+6, Pace 8, Flight Pace 24, Climb 120-mile radio, full sensor suite with +2 Notice, radar, thermal, nightvision, optics enhancement, audio, and targeting system that offsets -2 in Shooting penalties.
  • Medium Laser: Range 150/300/600; Damage 3d10; ROF 1; AP 10; Mods 2.
  • 2 x Mini-Missile Launchers: Range 100/200/400; Damage 5d6; ROF 1; AP 6; Shots 12; Mods 1 ea.; SBT.
WI-GL4 Revolving Grenade Launcher: Range 24/48/96; Damage 3d8; ROF 1; AP 8; Shots 24; Weight 15; Min Str d6; Two drums of AP grenades: Mega Damage, SBT

NG-56 Light Ion Pistol: Range 10/20/40; Damage 1-3d6; ROF 1; AP -; Shots 12; Weight 2; +2 to hit. Two spare E-clips.

Mini Rail Gun: Range 75/150/300; Damage 2d8+4; ROF 4; AP 6; Shots 32; Mods 2; No Snapfire penalty; Two spare clips.

Chain Greatsword: Damage Str+2d10; Weight 22; AP 2, Mega Damage, Parry -1, 2 hands.

Credits:1,000

Contacts:
GM Bennies: 7/7
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Re: David and his guardian Angel

Post by Tribe of One »

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

M.A.R.S. Power Armor Soldier
  • Three Hero’s Journey rolls (-1 for Sidekick)
  • Three Fortune & Glory rolls
  • Start as Seasoned with 20 XP
  • Begin with Power Armor Jock Edge
  • Begin with Power Armor of choice, Combat Cyborg starting gear plus one additional ranged weapon (WI-GL4).
Hero’s Journey
  • Education (4)
  • d6 Healing and Healer Edge
  • Training (3)
  • +5 Skill Points for Fighting, Shooting or Throwing
MARS Fortune & Glory
  • (8) Vigorous and Tough: Your hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • (11) Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • (7) Agile and Dextrous: Your hero adds one die type to Agility and begins with the Ambidextrous Edge.


Advances
  • Initial Advances: (From Hindrances): Level-Headed, +1d Smarts
  • Novice 1 Advance: +1d Spirit
  • Novice 2 Advance: Electromagnetic Mobility
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: McGyver
  • Seasoned 2 Advance:
  • 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:
GM Bennies: 7/7
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Ndreare
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Re: David and his guardian Angel

Post by Ndreare »

As a note the Sidekick only receives 2 Bennies.
http://archive.pegforum.com/viewtopic.php?t=50691&f=56

PS: Cool concept. I like the idea a lot.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: David and his guardian Angel

Post by Tribe of One »

RFT wrote:As a note the Sidekick only receives 2 Bennies.
http://archive.pegforum.com/viewtopic.php?t=50691&f=56

PS: Cool concept. I like the idea a lot.
Yeah, she has Fortune Favors the Bold from the F&G table, which brings her back to three.
GM Bennies: 7/7
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Ndreare
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Location: Skagit County, Washington
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Re: David and his guardian Angel

Post by Ndreare »

Tribe of One wrote:
RFT wrote:As a note the Sidekick only receives 2 Bennies.
http://archive.pegforum.com/viewtopic.php?t=50691&f=56

PS: Cool concept. I like the idea a lot.
Yeah, she has Fortune Favors the Bold from the F&G table, which brings her back to three.
Well then feel free to delete my post and this one as they only muddy up your cool characters.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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