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)
- 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.
- 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.
- 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:[dice]5[/dice] : Bloodthirsty (Major)
- 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.)
- Psionics
- [dice]0[/dice]
- +10 to base ISP
- Ranged Weapons
- [dice]1[/dice]
- NG-LG6 Laser Rifle
- Training
- [dice]2[/dice]
- Choice: (6-7) pick 1 free Professional Edge (Major Psionic)
- Training
- [dice]3[/dice]
- Edge: Assassin and +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties
- Training
- [dice]4[/dice]
- 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.