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 Arthur Bishop - Zapper (Ready for review) 
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(Please note I am awful at using this format. I've attempted to make a character on here before but gave up due to frustration at my ineptitude. Please forgive formatting errors in advance)

Narrative Hook roll 1d20 (8)
HJ Psionics 1d20 (9)
HJ Psionics 1d20 (19)
HJ Experience and Wisdom 1d20 (5)
HJ Training 1d20 (1)

_________________
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


Mon Jan 29, 2018 7:10 pm
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Player Name: Mike Morrison
Google Handle: mike.e.morrison
Arthur Bishop
Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
  • Psionics d10 (2)(From IF)
  • Fighting d6 (2 free points from HJ Roll)
  • Gambling d6 (2)
  • Intimidation d8 (3)
  • Investigation d6 (2)
  • Knowledge (Politics) d4 (1)
  • Notice d6 (2)
  • Shooting d6 (2 from HJ Roll)
  • Stealth d4 (1)
  • Streetwise d4 (1)
  • Survival d4 (1)
  • Throwing d4 (1 from HJ Roll)


Hindrances
  • Heroic (Major): Must respond to those who ask for help.
  • Compulsion (Minor): Gambling
  • Vow (Minor): Defend the weak


Edges
  • Improved Electrical Aura (from being human): Complex See TLPG
  • Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
  • Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
  • Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
  • Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
  • Charismatic (From advance): The character gains +2 Charisma

_________________
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


Mon Jan 29, 2018 8:54 pm
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Background
Arthur grew up in a medium sized farming community. The fourth of eight children, he had no aspirations to take over the family general store so decided to make his way into the world. He had a lust for adventure so he took up with a group of mercenaries that provided protection for travelling groups, He did a decent job, but didn’t quite find the adventure he was seeking. That all changed when his group took on a contract protecting a facility in the city of Newtown. It quickly became evident why the extra security was hired when the facility he was protecting started to announce a way to extend the life of Juicers. Arthur was protecting the facility when the juicers became violent and a riot occured. What exactly transpired isn’t 100 percent clear to Arthur as the stress of teh event caused his latent psionic abilities to emerge. He remembers the violence and chaos, and most of all he remembers the innocents trapped between the warring parties. After coming to his senses he took to the road again, plying his abilities as a protector, eventually coming to join the Tomorrow Legion in order to do as much good as he could in the world.

_________________
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


Mon Jan 29, 2018 9:06 pm
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Gear

NG-33 Laser Pistol
Image
  • Range: 15/30/60
  • Damage: 2d4+1, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 4 lbs
  • Notes: Semi-Auto


Neural Mace
  • Range: Melee
  • Damage: Strength +1D6
  • Weight: 9 lbs
  • Notes: Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken



NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • 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.

Translator: Programmed with the most
common languages spoken in North
America, this handheld device operates with
a d12+2 skill for most translation work. It can
be set to operate via digital display or audio.
Use the same process as for the cybernetic
Language Translator to teach the system
new languages. (1 lb)

4d6*100 = 1700 (5, 3, 5, 4) credits to start with, plus 2400 left over from initial equipment selection for a total of 4100.

Contacts

_________________
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


Last edited by Arthur_Bishop on Tue Feb 13, 2018 10:00 pm, edited 5 times in total.



Mon Jan 29, 2018 9:10 pm
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Advances
Please list all Edges and Advances taken for your character here
Edges
Edge: Improved Electrical Aura (from being human)
Edge: Rapid Lightning Bolt (From Major Hindrance)
Edge: Scrounger (From HJ Roll)
Edge: Connections: Black Market (From HJ Roll)
Edge: Major Psionic (From IF)
Edge: Charismatic (From advance)


Iconic Framework Abilities and bonuses Psionics: I.S.P. 20
Powers: Telekinesis, Armor, Boost/Lower Trait, Mind Reading (From HJ Roll)

  • Arcane Background (Psionics): A Zapper begins with three powers from the list above (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
  • Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
  • Electrical Aura: At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
  • Electrical Mastery: Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • EMP: Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
  • Lightning Bolt: The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics : Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • Stormwalker: The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.



Hero’s Journey

  • Table Psionics
    • (9) 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.
  • Table Psionics
    • (19) Picked (16) Many psionics strive for a level of enlightenment that transcends matters physical, focusing ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
  • Table Experience and Wisdom
    • (5)With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market)
  • Table Training
    • (1) After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.





Advances
  • Iconic Framework: see above
  • Hero’s Journey Roll: Scrounger
  • Hero’s Journey Roll: Connections
  • Hero’s Journey Roll: Free Power
  • Initial Advances: (From Hindrances): Rapid Lightning Bolt
  • Free Edge (Human): Improved Electrical Aura
  • Novice 1 Advance: Edge: Charismatic
  • 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:

_________________
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


Last edited by Arthur_Bishop on Fri Feb 02, 2018 9:38 pm, edited 1 time in total.



Tue Jan 30, 2018 6:12 am
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Psionics & Trappings

Telekinesis
Trapping: Electromagnetic force. When a person or object is grabbed with telekinesis it is surrounded by crackling energy.
Power Points: 5
Range: Smarts
Duration: 3 (1/round)

Armor
Trapping: Electromagnetism. An aura of crackling energy surrounds his body.
Power Points: 2
Range: Touch
Duration: 3 (1/round)


Boost/Lower Trait
Trapping: Electricity. When using this for a benefit the body of the target is charged up with electrical energy. When used to lower a trait, the target suffers from muscle spasms on a raise (target makes a vigor roll or be at a -2 parry for their next action)
Points: 2
Range: Smarts
Duration: 3 (1/round)

Mind Reading
Trapping: Electromagnetism. Arthur uses his command over the electromagnetic spectrum to read the target's thoughts, which are electrical impulses. This process is very exhausting for the target, and they must make a vigor roll (at -2 on a raise) or suffer fatigue.
Power Points: 3
Range: Half of Smarts
Duration: 1

_________________
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


Last edited by Arthur_Bishop on Fri Feb 02, 2018 10:47 pm, edited 1 time in total.



Wed Jan 31, 2018 9:39 am
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Okay, I updated the post with your character and changed all the post to your account so you can edit them.

You should be good for finishing off trappings and getting lined up with a GM.

Look in the current groups and see if there is a game you would like to jump in or just ask and a GM will say hey we would like you.

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Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Fri Feb 02, 2018 9:50 am
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If you separate boost rate from lower trait you may add another trapping. That would let you put a beneficial trapping like jazz on your boost straight.

I asked the other GM's and that's the only feedback given so far. I'll help get you set up for the 99 later when I get back from Hawaii.

_________________
Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Fri Feb 09, 2018 11:33 am
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Character looks good! Welcome to the fold!

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Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger


Fri Feb 09, 2018 9:22 pm
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Welcome,

Everything looks good, work with your GM to get started in game play!

VV

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Didn't have a signature but wanted the 1 EP for using OOC tags!


Sat Feb 10, 2018 5:17 am
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Joined: Sun Jun 12, 2016 6:10 am
Posts: 1323
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CS Fighting Joes


Sat Feb 10, 2018 10:55 am
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1962
Location: Black Company
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Move to The 99's ( viewforum.php?f=81 ) and made sticky.

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Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Sun Feb 11, 2018 4:21 pm
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