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 Spacelord (Human Crazy) Ready for Inspection 
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Character Sheet

Player Name: Robert
Google Handle: Conan Cimmerian

Character Name: Spacelord
Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Iconic Framework: Crazy
(stats when Berserk)
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8 (+2), Vigor d8
Charisma: 0; Pace: 12; Parry: 6 (4); Toughness: 11(13) (5); Strain: 0
ISP: 30
Skills:
  • –2 to Common Knowledge rolls (Hindrance: Clueless)
  • Psionics (Smarts) d8 ....(IF base d6 skill) (1 pt)
  • Climbing (Strength) d6 ....(HJ base d6 skill)
  • Fighting (Agility) d8 (+2)....(3 pts)
  • Shooting (Agility) d10 (+2)....(4 pts)
  • Stealth (Agility) d6 ....(2 pts)
  • Notice (Smarts) d6 +2 ....(+2 on roll IF bonus) (2 pts)
  • Tracking (Smarts) d4 +2 ....(+2 on roll IF bonus) (1 pt)
  • Piloting (Agility) d4 ....(1 pt)
  • Survival (Smarts) d4 ....(1 pt)

Hindrances
  • Bloodthirsty (IF roll): Never takes prisoners; -4 Charisma if known
  • Clueless (Major): -2 on all Common Knowledge rolls
  • Loyal (Minor): Tries to never betray or disappoint his friends.
  • Big Mouth (Minor): Unable to keep secret, blabs at wrong time.

Edges
  • Arcane Background (Psionics) (IF): Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
  • Quick(IF): Discard draw of 5 or less for new card.
  • Berserk (IF from Losing It): At will can go -> +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target. Must then Get It Together.
  • Assassin (HJ): +2 to any damage roll where they strike a foe unawares (even with ranged attacks).
    • HJ bonus: +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties
  • Master Psionic(HJ): Mega Power option on all psionic powers.
  • Major Psionic (Hinderance - Major):
    • Double base ISP
    • Gain 10 ISP instead of 5 from the Power Points Edge
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch.
    • The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.
  • Split the Seconds (Hinderance - 2 Minor): Grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot be used for movement, such as Running.
  • Gun Nut (Human Heritage): Can use his Shooting skill as effectively as his Fighting while in the Losing It state.

Iconic Framework - Crazy
  • Super Reflexes: −2 to be hit as long as they are aware of the attack.
  • Bio-Regeneration: Natural healing roll once every 24 hours.
  • Heightened Senses: Crazies ignore two points of Range penalties.
  • Super Endurance: +4 on all checks to resist Fatigue. Requires only half the normal amount of sleep.
  • LOSING IT: Gains the effects of being Berserk at will, as an action. While Losing It: Fearless (Immune to Fear and Intimidation) Cannot use psionic abilities, nor anything requiring concentration.
    • GETTING IT TOGETHER: Comes out of Losing It using the standard Smarts roll for Berserk. Then he’s critically hampered by one or more psychological Hindrances.
    • −2 to all Trait rolls
    • Duration: Raise: 1d6 minutes Getting It Together. Success: 1d6 × 10 minutes. Failure: 1d6 hours. Critical Failure: 24 hours.
  • Distinctive Appearance: Protrusions from the skull mark a Crazy for what he is.
  • Needs Action: During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy 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.
  • Unstable Psyche Roll:
    • 1st roll: 1d6 (1) : Bloodthirsty (Major)

Psionic Powers (MEGA version): 30 ISP
  • Boost/Lower Trait (Greater Boost/Lower Trait)
    • Power Points: 2 (4)
    • Range: Smarts (Smarts x2)
    • Duration: 3 (1/round)
    • Effect: Boost or Lower dye type of one trait (can exceed d12, oppose with Spirit) : 1/2 (2/4)
        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.
  • Armor (Greater Armor)
    • Power Points: 2 (5)
    • Range: Touch
    • Duration: 3 (1/round)
    • Effect: Gives the target Armor: 2/4 (5/10 M.D.C.)
    • Trappings: Invisible field 1' away from body
  • Smite (Greater Smite)
    • Power Points: 2 (4)
    • Range: Touch
    • Duration: 3 (1/round)
    • Effect: +2/4 (+4/8 M.D.) damage to weapon (or magazine/ammo)
        Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.
    • Trappings: Weapon or magazine is covered in a dull blue glow (Choose any Trapping to confer at the time of casting like silver, fire, holy light, etc.)

Hero’s Journey
  • Psionics
    • 1d20 (6)
    • +10 to base ISP
  • Ranged Weapons
    • 1d20 (7)
    • NG-LG6 Laser Rifle
  • Training
    • 1d20 (19)
    • Choice: (6-7) pick 1 free Professional Edge (Major Psionic)
  • Training
    • 1d20 (18)
    • Edge: Assassin and +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties
  • Training
    • 1d20 (13)
    • d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.

_________________
Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Last edited by Spacelord on Sat Jul 22, 2017 8:41 am, edited 60 times in total.



Wed Jun 28, 2017 5:25 am
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BACKGROUND

Episode IV


It is a dark time for our hero. Although his sanity has been successfully destroyed by the
M.O.M. enhancements, sadly so have most of his memories. After being dumped on the other side of
town by the UNSCRUPULOUS QUACK who botched the procedure, our hero awoke and staggered into a nearby
holovid theatre that happened to be playing a pre-rifts sci-fi movie marathon. SPACELORD, fresh off the botched M.O.M.
procedure and smelling FAINTLY OF PEE, watched the entire marathon three times in a row as he sat in the darkness and recovered from the
surgery. These movies had such an impact on our hero's addled brain that he now believes they are 100% REAL. He believes his amnesia must
be the result of crash-landing on Earth and that if he can find a way back to 'Space' he can take his rightful place alongside
bickering robots, ice pirates, and the Fwartz that empowers and protects them all. But, until that day
comes, our hero SPACELORD will wander around Earth and have some fun killing things!

_________________
Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Last edited by Spacelord on Sat Jul 22, 2017 8:11 pm, edited 17 times in total.



Wed Jun 28, 2017 5:26 am
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Gear

SFD Huntsman Lightweight Personal Armor
  • +5 Armor
  • no environmental systems
  • d6 Strength Minimum

NG-LG6 Laser Rifle
  • Weight: 19
  • Range: 25/50/100
    • 18/36/72 for grenades
  • Damage: 3d6+2
  • ROF: 1
  • Payload: 20
    • 8 grenades
  • AP: 2
  • Note: Min Str d6, Semi-Auto. Integrated grenade launcher.

Wilk’s 237 Laser Pistol
  • Weight: 3
  • Range: 15/30/60
  • Damage: 2d6+1
  • ROF: 1
  • Payload: 16
  • AP: 4
  • Note: Semi-Auto

Wilk’s 447 Laser Rifle
  • Weight: 5
  • Range: 40/80/160
  • Damage: 3d6
  • ROF: 1
  • Payload: 20
  • AP: 2
  • Note: Semi-Auto

Vibro-Sword
  • Weight: 9
  • Damage: Str+d10
  • AP: 4
  • Note: Mega-Damage

NG-S2 Survival Pack
  • Weight: 30 lbs
  • Includes a good set of climbing equipment for 4 people.
  • 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 fre 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.




Credits: 700

_________________
Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Last edited by Spacelord on Tue Jul 18, 2017 7:10 am, edited 7 times in total.



Wed Jun 28, 2017 5:27 am
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Advances
  • Initial Advances: (From IF): Arcane Background (Psionics)
  • Initial Advances: (From IF): Quick
  • Initial Advances: (From IF): Berserk (Losing It)
  • Initial Advances: (From HJ): Master Psionic
  • Initial Advances: (From HJ): Assassin
  • Initial Advances: (From Hindrances): Major Psionic
  • Initial Advances: (From Hindrances): Split the Seconds
  • Free Edge (Human): Gun Nut

  • Novice 1 Advance: Smarts d8->d10
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • 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:

_________________
Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Last edited by Spacelord on Sat Jul 22, 2017 8:39 am, edited 3 times in total.



Wed Jun 28, 2017 5:28 am
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Hello,

The character sheet looks solid.

Just need background and gear.

Do you have a group in mind?

VV

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Fri Jun 30, 2017 3:40 am
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Venatus Vinco wrote:
Hello,

The character sheet looks solid.

Just need background and gear.

Do you have a group in mind?

VV


Hi! I think it's done now, although I decided to change Driving to Piloting at the last second because it fits the 'space' theme a little better.

As far as which group to join, I was considering the Vampire Kingdoms group but I don't see it listed here anymore so I'm assuming they are full. It looks like the 32nd Special Exploration Group doesn't have a Crazy yet so maybe that would be the best choice. I think the other groups are either full or already have a Crazy character. I have no problem doubling up on Crazies, but it may not be a good idea if it can be avoided. Either way, I'm flexible.

EDIT: Looks like 32nd SEG might already have 8 players too. Maybe I should put this character on Inactive status and make a non-Crazy?






Starting money roll: 2d6*100 = 700 (5, 2)

_________________
Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Fri Jun 30, 2017 7:32 am
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Several groups have openings still (though some have Crazys in them). You can see it here, the 1st and last posts specifically.

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Ink
Character Summary
True Atlantean Undead Slayer
Parry: 7, Toughness: 16(8) (not factored in: +2 from Boost, also +1 from elixir currently), -2 to be hit vs supernatural; +4 armor/resist vs vampire attacks/powers
Active Effects: Armor Tattoo, Boost (Vigor) Tattoo, Divine Elixir (+1 Toughness, +1 Cha, +1 Spirit die type, Brave Edge)
Bennies: 2
Charisma: 0 (Variable Penalties)
PPE: 20/32
Wounds: 1
  • Magic Tattoos
Combat Edges:
Adventure Card: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.)

Currently playing in: Chronicles of the Vampire Kingdoms


Sat Jul 15, 2017 11:01 pm
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If you are not sure about a group, perhaps try the 4th COT. They are still forming and have a few open spaces.

they do have a Crazy though. The 32nd has two open spaces and no Crazy (well not the iconic framework anyway).

VV

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Sun Jul 16, 2017 3:12 am
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I sent a pm to Hobo Joe just a couple hours ago. If he doesn't want a 2nd crazy I will Inactivate Spacelord and build something less common. I didn't realize how popular Crazies are.

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Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Sun Jul 16, 2017 5:04 am
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Master Psionic requires Psionics d10, I only see d8.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
Make a Request
Current Balance: 7


Thu Jul 20, 2017 2:05 am
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Lucius Draper wrote:
Master Psionic requires Psionics d10, I only see d8.


Better to take major with your hindrence, and master with the HJ roll. You can bypass that pesky d10. :D

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13th GM bennies GM Bennies
0/6


Vampire Kingdoms GM Bennies
4/8
-1 to hit Vela with MW
-3 for benny rolls on challenge


Legends of the Black Bennies
2/2


Thu Jul 20, 2017 7:33 am
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That would work.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
Make a Request
Current Balance: 7


Thu Jul 20, 2017 8:44 pm
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Fixed. Thanks for the tips!

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Spacelord
Spacelord
-Crazy-
I left my throne a million miles away...
Charisma: 0; Pace: 12; Parry: 6; Toughness: 11(5) -2 to be hit by attacks he is aware of (super reflexes)
Split the Seconds: 1 Extra action each round with no multi-action penalty; cannot be used for movement, such as Running.
Heightened Senses: Crazies ignore two points of Range penalties.
ISP: 30
Space Powers Activated!


Fri Jul 21, 2017 6:46 am
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