Raynard Lucas (M.A.R.S. Merc Soldier)

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Raynard Lucas (M.A.R.S. Merc Soldier)

Post by Raynard Lucas »

[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

F&G Psionics [dice]3[/dice] More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
F&G Experience & Wisdom [dice]4[/dice] Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
F&G Psionics [dice]5[/dice] Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.

Rich Rolls
Ranged [dice]6[/dice]
Close Combat [dice]7[/dice]
Last edited by Raynard Lucas on Tue Jul 24, 2018 2:02 pm, edited 1 time in total.
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Re: M.A.R.S. Merc Soldier

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Player Name: Mike
Google Handle: mike.e.morrison@gmail.com
Character Name: Raynard Lucas
Rank: Seasoned Experience: 25 Advances Left:
Race: Psi-Ghost
Iconic Framework:
Attributes: Agility d6 (1), Smarts d8 (1) (Major Hindrance), Spirit d8 (2), Strength d6 (Advance), Vigor d6 (1)
Charisma: +2; Pace: 0; Parry: 5 (½ Fighting +2); Toughness: 5 (½ Vigor+2 plus armor); Strain: 0
Skills: 15 Pts +5 from I.F.
  • Fighting (Ag) d6 (2)
  • Lockpicking (Ag) d6 (2)
  • Notice (Sm) d6 (2)
  • Persuasion (Sp) d4 (1)
  • Psionics (Sm) d10 (6)
  • Shooting (Ag) d8 (4)
  • Stealth (Ag) d6 (2)
  • Streetwise (Sm) d4 (1)



Hindrances
  • Hindrance (Major): Overconfident
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): Blabbermouth

Edges
  • Edge: (IF) Marksman
  • Edge: (IF) Steady Hands
  • Edge: (IF) Rich
  • Edge: (IF) Connections, Reid Rangers, Black Market
  • Edge: (IF) Charismatic
  • Edge: (IF) I know a guy
  • Edge: AB: Psionics (Free background edge from F&G rolls)
  • Edge: Major Psionics (Minor Hindrances)
  • Edge: Alertness (Novice)
  • Edge: Quick Draw (Advance)
  • Edge: Power Points (Advance)
  • Edge: Master Psionics (Advance)
Last edited by Raynard Lucas on Tue Jul 24, 2018 2:02 pm, edited 2 times in total.
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Re: M.A.R.S. Merc Soldier

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Background Raynard grew up in a clan of Psi-Ghosts. From a young age he was taught the arts of espionage, learning the best ways to break and enter. He craved excitement so went south, eventually ending up in the Vampire Kingdoms. Reid’s Rangers took him in, recognizing his ability to get in and out of places and eventually made him a member.
Last edited by Raynard Lucas on Sat Jul 21, 2018 2:46 pm, edited 1 time in total.
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Re: M.A.R.S. Merc Soldier

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Arcane Background: Psionics
PPE/ISP: 35 (10 Base, doubled from Major Psionics to 20, +5 from being a Psi-Ghost, +10 from Power Points edge (doubled from Major Psionics) - Recovery: 1/Hour

Trapped Power Name [Slumber] (2 I.S.P.) [Seasoned]
  • Range: Smarts x 2
  • Duration: 1 Minute (1/Minute)
  • Trapping:
  • Effect: Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell. 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.

Trapped Power Name [Speed] (1 I.S.P.) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: Chosen Trapping
  • Effect: Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.

Trapped Power Name [Smite] (2 I.S.P.) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: Chosen Trapping
  • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of 136 Savage Worlds ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Trapped Power Name [Darksight] (1) [Novice]
  • Range: Touch
  • Duration: 3/1
  • Trapping: Presence Sense +1 I.S.P.
  • Effect: On a success you can sense sentient presences within your range of detection. On a raise you get a sixth sense feeling if you’re under observation.
Last edited by Raynard Lucas on Sat Jul 21, 2018 2:51 pm, edited 1 time in total.
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Re: M.A.R.S. Merc Soldier

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Gear
Item
Wilk’s 457 Pulse 40/80/160 3d6+2 2 3 36 6 40,000 Notes: Semi-Auto, 3RB (Free Choice)

NG-59 Ion Pistol 10/20/40 1–3d6 1 — 20 4 15,000 Notes: Semi-Auto. Integral grenade launcher (12/24/48, Damage by grenade, 1 shot). (Free Choice)

Vibro Sword (Rich Roll)

WI-GL4 Revolving (Rich Roll) 24/48/96 grenade 1 — 24 15 50,000 Notes: Min Str d6

Shadowsuit

Base Item: NG RA-15 Cannonball Ride Armor. +4 armor +2 Toughness,

This all black jumpsuit contains multiple pouches to store items, mounts for a jet pack and an infared flashlight mounted on the shoulder. It features a hood with integrated optics that can be pulled up and sealed into place, providing full environmental protection (body armor F&G roll). Advanced microfibers provide a bit more toughness than similar types of armor. (F&G Roll)
  • Type of Item: TW Armor designed to aid in stealth and thievery
  • Enchantments (Four Major, Two Minor): Edge: Thief, Power: Wall Walker (Darkness Trapping), Power: Light/Obscure (Light has sunlight trapping), +1 Die type to Stealth, +1 Notice +1 Notice
  • Trappings: When activated the user is able to move more quietly. Miniaturized optics embedded into the hood provide a bonus to notice (in addition to the standard armor bonus)

Description: The suit looks like a typical jumpsuit. It was a gift commissioned for him by Dr. Reid as a reward for carrying on a mission of which they will not speak again
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Re: M.A.R.S. Merc Soldier

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Advances

MARS Fortune & Glory
Fortune and Glory
  • (2): A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
  • (9): Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  • (10): Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.

Advances
  • Initial Advances: (From Hindrances): Raise Smarts, Alertness
  • Novice 1 Advance: Major Psionics
  • Novice 2 Advance: Raise Strength
  • Novice 3 Advance: Edge: Power Points
  • Seasoned 1 Advance: Edge Quick Draw
  • Seasoned 2 Advance: Master Psionics
  • 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:
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Re: M.A.R.S. Merc Soldier

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Psi-Ghost

Description: Psyscape, p. 73. Psi-Ghosts are human mutants with the power to become intangible at will! The power of intangibility, or “ghosting” as they call it, is not a psionic power, altough it requires mental discipline, focus and concentration. The ability to ghost is passed down from parent to child, and if both parents are Psi-Ghosts, their offspring is always a Psi-Ghost. If only one parent is a Psi-Ghost, there is a 50% chance that the child will be a Psi-Ghost, too (Interestingly, Psi-Ghosts may reproduce with Psi-Stalkers, but the offspring of such a union is always a Psi-Stalker without the ability to ghost).

Among adventurers, spies and thieves, Psi-Ghosts have a reputation as the very best (or very worst, depending on one’s perspective). They excel at bypassing security measures, whether guards, high-tech alarms, or traps, and, according to hype on the street, there is no security system that a Psi-Ghost cannot defeat.
  • Racial Abilities and Complications
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicking the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the blood stream and does +4 damage/is -4 to resist.
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls.
  • Inherently Gifted: Psi-Ghosts have a natural predilection toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not.
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known.
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table.
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow.
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it.
  • Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit.
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Re: Raynard Lucas (M.A.R.S. Merc Soldier)

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Assassin Edge (HJ roll)
Faceless: Always get The Drop at the beginning of combat, -8 to be found via Streetwise.
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