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 Samson Malach [Human PSI PA Jock] 
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Rolls
HJ 1 - Psionics: 1d20 (20) -- Choice of result: (16) May spend a Benny to use Spirit in place of any other trait roll for a round
HJ 2 - Psionics: 1d20 (18) -- Powerful presence; add +2 Intimidation and Persuasion checks, +2 when using Fear power
HJ 3 - Psionics: 1d20 (3) -- Rapid Recharge edge

F&G 1: 1d12 (4) -- Agile & Dextrous: +1 Agility die, begins with Ambidextrous or Quick edge
F&G 2: 1d12 (9) -- Wealthy & Connected: Begin with Rich Edge & Connections Edge with 2 factions
F&G 3: 1d12 (9) -- duplicate
F&G 4: 1d12 (12) -- Choose your Fate: (5) Smart and Learned: Add 1 die type to Smarts, and begin with d6 in 3 Smarts-linked skills
Duplicate F&G roll (9): 1d12 (11) -- Fortune Favors the Bold: Brave edge, +1 Benny each session

Narrative Hook: 1d20 (6) -- True Federation

Credits: 4d6 (4, 5, 3, 1) x 100 = 1300

Rich rolls
Close Combat Weapons: 1d20 (13) -- incorporates silver (no melee weapons to start, adding substitute roll)

Ranged Weapons: 1d20 (8) -- NG-LG6 Laser Rifle

CCW: 1d20 (14) -- Neural Mace

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

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Last edited by Maximilian on Tue Dec 19, 2017 12:21 am, edited 4 times in total.



Mon Dec 18, 2017 1:28 pm
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Player Name: Christian
Google Handle: crapgame7
Character Name: Samson Malach
Rank: Veteran Experience: 53 Advances Left: 1
Race: Human
Iconic Framework: MARS PCO
Attributes: Agility d8, Smarts d10, Spirit d12+2, Strength d6, Vigor d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 11 (5); Strain: 0; ISP: 40
Skills:
  • Psionics d10 (d6 HJ, +3)
  • Fighting d8 (2+1)
  • Shooting d8 (4)
  • Throwing d6 (2)
  • Notice d6 (HJ)
  • Intimidation d6+2 (2)
  • Persuasion d6+2 (2)
  • Repair d4 (1)
  • Stealth d4 (1)
  • Streetwise d6 (HJ)
  • Kn: Computers d6 (1+1)
  • Lockpicking d4 (1)
  • Piloting d4 (1)


Hindrances
  • Hindrance (Major): Monologuer - Samson does more than his share of jabbering, usually at inopportune times
  • Hindrance (Minor): Vengeful - an eye for an eye is only fair
  • Hindrance (Minor): Wanted - CS - hacked a major ranking officer’s accounts and data systems


Edges
  • Edge: AB: Psionics (PCO)
  • Edge: Major Psionic (PCO)
  • Edge: Master Psionic (Human)
  • Edge: Rapid Recharge (HJ)
  • Edge: Quick (F&G)
  • Edge: Brave (F&G)
  • Edge: Rich (F&G)
  • Edge: Connections 1 (F&G)
  • Edge: Connections 2 (F&G)
  • Edge: Ambidextrous (F&G from Gloom QC)
  • Edge: Charismatic edge (Hindrance 1)
  • Edge: I Know A Guy edge (Hindrance 2)
  • Edge: PA Jock (Novice 1)
  • Edge: Power Points edge (Novice 2)
  • Edge: Power Points edge (Seasoned 1)
  • Edge: Elan (Seasoned 3)
  • Edge: Telemechanics edge (Seasoned 4)
  • Edge: Improved Rapid Recharge edge (Veteran 1)
  • Edge: Mentalist (special quest reward)


Powers -- ISP: 40
Name
  • Telepathy - no visible / mechanical trappings
  • Exalted Telepathy - no visible / mechanical trappings
  • Fear +2 (HJ roll) - Ectoplasmic Form approved custom trapping - an ectoplasmic apparition takes the form of the target's worst nightmare: a horde of dragons, a writhing mass of snakes or spiders, the face of your mother in law; (free Test of Wills Intimidate vs. Spirit against one target that can see the apparition)
  • Greater Fear +2 (HJ roll) - same as above
  • Boost/Lower Trait
    Boost Trait trappings by attribute/linked attribute:
    • Agility: Jazz trapping "Hopped Up" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
    • Strength: modified Jazz "Pumped Up" (+1 PPE for: +1 AP for melee damage; +1 Strength die-type on Raise)
    • Vigor: modified Jazz "Juiced Up" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
    • Smarts: modified Jazz "Studied Up" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
    • Spirit: modified Jazz "Nut Up" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
  • Lower Trait: "Cold Streak" - Cold-based Fatigue (Vigor roll, -2 for a Raise, to avoid cold-based Fatigue)

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

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Last edited by Samson Malach on Sun Apr 01, 2018 5:36 pm, edited 15 times in total.



Tue Dec 19, 2017 12:07 am
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Posts: 44
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Background
Narrative Hook: Federation of Magic
WIP

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

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Tue Dec 19, 2017 12:07 am
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Gear
SFD Huntsman Lightweight Personal Armor
    Armor Value: +5 Armor +1 Toughness
    Strength Minimum: d6
    Environmental Protection: No
    Basic (five mile range) communications and lightsensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
    Weight: 16 lbs


Iceblast Shotgun
  • Range: 12/24/48
  • Damage: 1–3d6
  • RoF: 1–2
  • AP: —
  • Shots: 2
  • Weight: 11 lbs
  • Cost: 19,000
  • Notes: Shotgun rules (double-barrel), a hit with a raise creates ice around the target, halving any movement on its next action, requires 1 PPE to load.

Ringil
Enchanted Ice Sword (Giant-sized vibro-sword as base)
Major: +1 Fighting die-type
Minor: +1 Fighting
Minor: Add Trapping - Ice; The sword is permanently coated in mystic Ice, forcing a Vigor roll (at -2 on a Raise above parry) to avoid cold-based fatigue

Wilk’s 227 Pulse Pistol
Image
    Range: 18/36/72
    Damage: 2d6+1, AP 2
    RoF: 2
    Shots: 24
    Weight: 3 lbs
    Notes: Semi-Auto, 3RB


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: 6300 -- 1 gold bar worth 200,000 credits

Contacts
Federation of Magic Resistance / Anti-Dunscon Front

Glitter Boy Pilots Union Local 421

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Last edited by Samson Malach on Fri Feb 02, 2018 10:55 pm, edited 5 times in total.



Tue Dec 19, 2017 12:09 am
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Iconic Framework
  • 2 Edges
  • +5 Skill Points
  • 4 total rolls on F&G table
  • 3 rolls on HJ tables
  • Starting Gear from any IF


Hero’s Journey
  • Psionics
    • 20 - choice of result = 16
    • May use a Benny to use Spirit in place of any trait roll
  • Psionics
    • 18
    • Powerful presence - +2 to Intimidation, Persuasion checks & Fear power
  • Psionics
    • 3
    • Rapid Recharge Edge


MARS Fortune & Glory
Fortune and Glory
  • 4 - Agile & Dextrous
    • +1 Agility die type, Quick edge
  • 9 - Wealthy & Connected
    • Rich edge & Connections edge with 2 factions
  • 12 - Choice of Result = 5 - Smart & Learned
    • +1 Smarts die type, d6 in 3 Smarts-linked skills
  • 11 - Fortune Favors the Bold
    • Brave edge, +1 Benny per session


Advances
  • Initial Advances: (From Hindrances and PCO): AB: Psionics, Major Psionic, Charismatic, I Know A Guy
  • Free Edge (Human): Master Psionic
  • Novice 1 Advance: PA Jock
  • Novice 2 Advance: Power Points Edge
  • Novice 3 Advance: +1 Spirit
  • Seasoned 1 Advance: Power Points Edge
  • Seasoned 2 Advance: +1 Spirit
  • Seasoned 3 Advance: Elan
  • Seasoned 4 Advance: Telemechanics
  • Veteran 1 Advance: Improved Rapid Recharge
  • Veteran 2 Advance: +1 Smarts
  • 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:

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Last edited by Samson Malach on Mon Jan 01, 2018 5:51 pm, edited 1 time in total.



Tue Dec 19, 2017 12:25 am
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Posts: 44
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12/21/17: Added +1 Agility and Ambidextrous edge per Gloom Glorious Complication F&G roll

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Thu Dec 21, 2017 2:55 pm
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1/1/18: 2 new advances
+1 Smarts
Improved Rapid Recharge

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Mon Jan 01, 2018 5:49 pm
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Planning future advance(s)
+1 Fighting, +1 another low/linked skill

Edges: Rock & Roll, new power (Smite?)

Psi-Sword?

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Thu Jan 11, 2018 10:40 pm
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2/23/18 - +1 Spirit die type (d12+2) and 1 HJ roll table choice (Psionics option 13, Mentalist Edge)

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Fri Feb 23, 2018 12:05 am
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4/1/18: New advance: +1 Fighting, +1 Kn: Computers

_________________
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

Edit Signature


Sun Apr 01, 2018 5:36 pm
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