Missouri Smith (ARES)

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Missouri
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Missouri Smith (ARES)

Post by Missouri »

Hero's Journey (Experience & Wisdom): [dice]0[/dice]
Hero's Journey (Experience & Wisdom): [dice]1[/dice]
Hero's Journey (Training): [dice]2[/dice]
Hero's Journey (Training): [dice]3[/dice]

Starting Credits x1000: [dice]4[/dice]

Rich/Filthy Rich
Body Armor Table: [dice]5[/dice]
Body Armor Table: [dice]6[/dice]
Body Armor: [dice]14[/dice]
Body Armor: [dice]15[/dice]
Body Armor: [dice]13[/dice]
Ignore
Hero's Journey (Education): [dice]7[/dice]
Hero's Journey (Enchanted Items & Mystic Gadgets): [dice]8[/dice]
Hero's Journey (Enchanted Items & Mystic Gadgets): [dice]9[/dice]
Hero's Journey (Ranged Weapons): [dice]10[/dice]
Hero's Journey (Training): [dice]11[/dice]

Starting Credits x1000: [dice]12[/dice]
Last edited by Heracles on Mon Jul 02, 2018 11:55 am, edited 5 times in total.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Missouri
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Re: Missouri Smith (ARES)

Post by Missouri »

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Character Sheet

Player Name: Alan
Google Handle: ignuspyre
Character Name: Mi'xou Ri'samee
Known Aliases: Missouri Smith
Rank: Novice Experience: 20 Advances Left: 0
Race: D'Norr Devilman
Iconic Framework: A.R.E.S.
Attributes: Agility d10; Smarts d8; Spirit d8; Strength d6 (d12+2); Vigor d10
Charisma: +3 (-4 w/Coalition); Pace: 6(8); Parry: 7; Toughness: 21(11)
PPE: 20; ISP: -; Strain: -


Skills:
  • Climbing (Str): d4
  • Driving (Agi): d4
  • Fighting (Agi): d10
  • Intimidation (Spi): d4+2
  • Investigation (Sma): d8+2 (d8 free)
  • Knowledge - Arcane (Sma): d6 (d6 free)
  • Knowledge - Archaeology (Sma): d8+2 (d8 free)
  • Knowledge - Electronics (Sma): - (+1)
  • Knowledge - Engineering (Sma): - (+1)
  • Knowledge - History (Sma): d8+2 (d8 free)
  • Notice (Sma): d8 (+2 evidence search and traps)
  • Persuasion (Spi): d6+3
  • Repair (Sma): d4 (d4 free)
  • Shooting (Agi): d8 (+2 while in armor)
  • Spellcasting (Sma): d10 (d8 free)
  • Stealth (Agi): d6
  • Streetwise (Sma): d8+5 (d8 free)
  • Survival (Sma): d4+2 (d4 free)
  • Taunt (Sma): - (+2)
  • Throwing (Agi): d4
  • Tracking (Sma): d4+2 (d4 free)

Hindrances
  • Curious (Major):
    • It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Heroic (Major): (Iconic Framework)
    • His hero would never say no to a person in need, so neither will he. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Loyal (Minor):
    • His idol may not always have been a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Overconfident (Major): (Iconic Frameworkl)
    • There’s nothing out there your hero can’t defeat, just like his hero. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Quirk (Minor):
    • Obsessed after watching the historical documentaries following the adventures of explorer and archaeologist Dr. Henry Jones Jr. (and, to a much lesser extent, his supposed-descendant the smuggler Han Solo).

Edges
  • Acrobat:
    • Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.
  • Arcane Background (Magic): (Iconic Framework)
    • This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability.
  • Attractive: (Hindrances)
    • It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
  • Elan:
    • When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Filthy Rich:
    • This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables.
  • Investigator: (Iconic Framework)
    • Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
  • New Power: (Iconic Framework)
    • An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
  • Rapid Recharge: (Iconic Framework)
    • This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Rich: (Hindrances)
    • He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
  • Scholar: (Iconic Framework)
    • Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
    • Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
  • Strong Willed: (Hero's Journey)
    • Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Wizard: (Hero's Journey)
    • Wizards range from young apprentices to frighteningly powerful supreme sorcerers. They are often physically weak, however, and rarely have the divine powers or healing abilities of priestly spellcasters. What they lack in spiritual favor, however, they more than make up for in utility and eldritch might.
    • Wizards tend to learn their craft in formalized institutions or under the tutelage of experienced masters. Each raise a Wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point. The Wizard must have the points available to cast the spell in the first place before rolling.
  • Woodsman: (Hero's Journey)
    • Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).

Racial Abilities (D'Norr Devilman)
  • Distinctive D-Bee: Unless they hide their non-human (and devilish) appearance, D’Norr face a certain amount of prejudice from the Coalition. They suffer a -4 Charisma when dealing with such people.
  • Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1.
  • Natural Arcane Affinity: The D’Norr have +5 PPE naturally, whether they pursue a magical path or not.
  • Personable: The D’Norr are highly charming and easy to get along with. They have +1 Charisma.
  • Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
  • Sensitive: Due to their inherently sensitive and compassionate nature, D’Norr are particularly susceptible to Fear, suffering a -2 whenever making checks against such situations.

Iconic Framework (A.R.E.S.)
  • Master of Your Destiny:
    • You pick both your Origin and your two P&G options (as well as your race, as usual), and make a pitch to get the concept approved by the site administrator. For example, a Mutant with Shadow and Very Individual and some thief like edges can become the ultimate cat burglar (literally, if using a cat mutant from Lone Star made using the race creation rules). Of course, by gaining the advantage of choice you miss out on that extra edge.
  • Origin Story (Physical Training):
    • Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
      • Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
      • Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains -2 Charisma as she becomes irritable and impatient. She also suffers a -1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
      • Hypercompetitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.
  • Power & Greatness (Superior Arcane Power):
    • Be it through natural talent, external imbuing, or simply hardcore training, you have a knack with a particular Arcane Background.
    • Arcanist Extraordinaire: Possessed of extraordinary talents in spellcasting. Your character has Arcane Background (Magic), 15 P.P.E., Spellcasting d8, the Rapid Recharge Edge, the Extra Power Edge (total of 4 Powers), and Knowledge (Arcane) d6. Use the Ley Line Walker Power List.
  • Power & Greatness (Vagabond Extraordinaire):
    • Choose any one MARS Package from the following choices, and one additional edge to support it. Choose from any except Power Armor Pilot or Robot Pilot. City Rat, Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear. Note, this only grants the specific package, not any other aspect of the MARS Iconic Framework.
    • M.A.R.S. Package (Rogue Scholar)
      • Begin with +5 skill points.
      • Begin with any two Knowledge skills at d8 and the Scholar Edge.
      • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
  • Cybernetics:
    • Such technology creates havoc for the flow of energy an arcane background user relies upon, imposing -1 to the specific arcane skill for each point of Strain. Those without Arcane Backgrounds may ignore this complication.
  • Enemies:
    • As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
Credits: 5,660

Contacts
Finlorin and Sherlindrea
Last edited by Missouri on Sat Jan 26, 2019 12:13 am, edited 19 times in total.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Missouri
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Re: Missouri Smith (ARES)

Post by Missouri »

POWERS
  • Boost/Lower Trait
    • PPE: 3 (Boost)/2 (Lower)
    • Range: Smarts
    • Duration: 3 (1/Round)
    • Trapping: Boost (Electricity (Jazz); Lower (Electricity (Spasms)
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • Deflection
    • PPE: 2
    • Range: Touch
    • Duration: 3 (1/Round)
    • Trapping: Darkness (Shroud)
    • Effect: With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
  • Quickness
    • PPE: 4
    • Range: Touch
    • Duration: 3 (2/Round)
    • Trapping: Blurring
    • Effect: This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
  • Slumber
    • PPE: 2
    • Range: Smarts x2
    • Duration: 1 minute (1/minute)
    • Trapping: Heat (Fatigue)
    • Effect:
      • The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
      • Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Missouri
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Re: Missouri Smith (ARES)

Post by Missouri »

GEAR
  • Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
    Image
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
      ]
    • +1 Toughness
    • 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.
    • No Minimum Strength Requirement (10 lbs.)
    • Features:
      • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
  • NG-S2 Survival Pack
    • 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 (300 credits)
    • 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.
    • Wt: 30 lb.
    • Cost: 3,000 credits.
  • Shard Pistol
    • Range: 15/30/60.
    • Damage: 2d8+1.
    • RoF: 3.
    • AP: 1.
    • Shots: 36.
    • Notes: 3RB; lower Trait (Vigor) activated by Shooting (ice Trappings), requires 3 PPE to load.
    • Wt: 4 lb.
    • Cost: 72,000 credits.
  • TK Machine Gun (modified)
    • Range: 30/60/120.
    • Damage: 2d8+4.
    • RoF: 4.
    • AP: 4.
    • Shots: 100.
    • Notes: Requires 5 PPE to load; Scope negates 2 points of Range and/or Darkness penalties.
    • Wt: 20 lb.
    • Cost: 75,000 credits.
  • TW Energy Whip (re-trapped Flaming Sword)
    • Damage: Str+d10 MD.
    • AP: 4.
    • Parry -1.
    • Reach +1.
    • Special: If the wielder scores a raise on his attack roll, the attack does not inflict an additional d6 damage. Instead, the victim suffers a –2 to his Parry until his next action.
    • Notes: Ignore minimum Strength, and looks like a normal whip handle until activated (free action)
    • Minor Upgrade: 5 PPE Battery; regains 1 PPE per 30 minutes on ley lines. (Cost: 5,000 credits).
    • Wt: 1 lb.
    • Cost: 90,000 credits.
  • TW MageFire Atlas Enhanced Strength Armor: (re-trapped and TW-converted Triax T-11 Enhanced)
    • +11 Armor and +2 Toughness.
    • Full Environment Protection.
    • Grants the wearer d12+2 Strength and +2 Pace.
    • Has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • Strength Minimum D6 (lowered from D8 by HJ roll).
    • Power: 1 PP per hour. While powered, ignores the d6 Strength Minimum for physical actions but not arcane skill rolls.
    • Wt: 40 lb.
    • Cost: 220,000 credits.
  • Wilk’s 447 Laser Rifle
    • Range: 40/80/160.
    • Damage: 3d6.
    • RoF: 1.
    • AP: 2.
    • Shots: 20.
    • Notes: Semi-Auto.
    • Wt: 9 lb.
    • Cost: 18,000 credits.
Last edited by Missouri on Wed Jan 02, 2019 11:27 pm, edited 4 times in total.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Missouri
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Re: Missouri Smith (ARES)

Post by Missouri »

Advances

Hero’s Journey
  • Table: Experience & Wisdom
    • Roll result: 2
    • Description: Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
  • Table: Experience & Wisdom
    • Roll result: 16
    • Description: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
  • Table: Training
    • Roll result: 9
    • Description: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.
  • Table: Training
    • Roll result: 11
    • Description: Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
Rich/Filthy Rich
  • Table: Body Armor
    • Roll results: 11 and 11 (Traded in result 1)
    • Description: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
  • Table: Body Armor
    • Roll results: 19.
    • Description: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
  • Table: Body Armor
    • Roll results: 16.
    • Description: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Table: Body Armor
    • Roll results: 6.
    • Description: Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
Advances
  • Initial Advances: (From Hindrances): Edges (Attractive, Rich).
  • Cybernetic Modifications: N/A.
  • Novice 1 Advance: Edge (Filthy Rich)
  • Novice 2 Advance: Edge (Acrobat)
  • Novice 3 Advance: Vigor from D8 to D10
  • Seasoned 1 Advance: Edge (Elan)
  • 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:
Last edited by Missouri on Sat Jan 26, 2019 12:11 am, edited 4 times in total.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Missouri
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Re: Missouri Smith (ARES)

Post by Missouri »

BACKGROUND
  • Mi'xou was born to a wealthy D'Norr family in Tolkeen back before it was razed by the Coalition. His mother Arani was an enchanter and his father Tri'lu worked as part of the city's military. Mi'xou had several siblings, both older and younger. His oldest brother Kar'yll followed his mother in to the 'family business' of enchanting, while his older sister Palia became an adventurer using her magic skills. One thing that stayed constant Mi'xou was competitive, liked sports, but also had his family's heritage of magic in his veins.
  • He had a (his parents would have almost said 'unhealthy') fascination with "historical documentaries" once he was introduced to them. But one set of them in particular drew his attention. The misadventures of Dr. Henry Jones Jr. were highly entertaining, educational, and became a driving force in his life. On the one hand, he watched them a lot, over and over again, so much so that he burnt out the copy and had to buy more. On the other hand, it made him focus in school, take extra classes and a bit obsessive. To say his parents had mixed feelings about it all would be an understatement, but they supported him regardless as they wanted their children to be happy and successful.
  • Mi'xou was sent away, along with his younger sister Rynna, when word of the Coalition's mobilization came. They were packed up and sent to New Lazlo to stay with their Aunt Ekina. Of course, the journey there even among a well-armed and armored caravan was perilous and harrowing, but they did arrive. Later, they heard of the destruction of Tolkeen and grieved, but held out hope that some or all of their family members survived. They had money their parents had sent with them but held in trust by their Aunt, and after their Aunt passed away inherited what she had as well. Rynna wanted to go out and look for their family, and Mi'xou had to hold her back. He spent most of their money on getting the two of them gear and a vehicle. He tried to convince Rynna to be his 'Shortround' to try and keep her safe, and she selectively heard him. She liked speed, so driving and flying was good, though she had other skills that she put to use in getting in and out of trouble as well.
  • The siblings set out back towards Tolkeen, searching for any hint or rumor of family members. They had already received word previously that their brother had died in the fighting. However, they ran afoul of Federation of Magic members during their extended search and only survived by aid from the Tomorrow Legion. They decided to join so they could help others while still searching for their family. Rynna mostly stayed at the fort (despite her wishes to go in the field), her brother passionately asked her to stay safe and keep on the hunt for rumors of their family from the tons of people passing through Castle Refuge. She put her techno-wizardry skills to use for the Legion there.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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