Severianna

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Severianna
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Severianna

Post by Severianna »

Player Name: Ken
Google Handle: fkennethvudmaska@gmail.com
Player Name Severianna (Pilot call-sign Misfit)
Rank: Seasoned Experience: 38 updated 04/04/18 Advances Left: 0
Race: NightCrawler
Iconic Framework: M.A.R.S. Personal Concept
Attributes:
Agility d12+1 (+2 acrobatic maneuvers, +4 trick rolls) race, f&g, hind, cyber, cyber
Smarts d8 1pt, adv
Spirit d10 (+2 Shaken rolls) adv,2pt
Strength d10 cyber, cyber, cyber
Vigor d12, f&g, hind, 2pt

Charisma: 0/-4 CS; Pace: 6; Parry: 13; Toughness: Light version 12 (4) / Tactical 16 (6); Strain: 8/12
Skills: 20/20
  • Fighting (5) agility d12+2/d12+3 (+1 w/ Trademark weapon edge) (+2 H2H reaction wiring Cybernetic)
  • Shooting (1) agility d4
  • Throwing (2) agility d6
  • Piloting (2) agility d6 (F&G), d6+2 (Ace Edge), d10+2
  • Driving (3) agility d8+2 (Ace Edge)
  • Boating (0) agility (d4-2)+2 (Ace Edge)
  • Lockpick (2) agility d8+2 (w/+1 die roll from Thief HJ)
  • Stealth (1) agility d6 (race) d12/d12+2 (w/+2 die rolls from Thief HJ), (+2 in urban environments only)
  • Climbing (1) Strength d4+2
  • Notice (2) smarts d6/d6+2 (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
  • Repair (1) smarts d4 (+2 to rolls that only relate to traps and similar devices)
Hindrances
  • Clueless (Major): Growing up in a secret and very secured experimental facility doesn't lend itself to a general education of the world. -2 to most common knowledge skills.
  • Vow (Minor): To assist those who cannot help themselves. To help those exert their own will on their lives and make their own choices and live their own lives.
  • Loyal (Minor): The hero tries to never betray or disappoint his friends. She's never really had friends, and always wanted some.
  • Inhuman (Racial): Of course, their appearance is beyond the ability to pass for human without magical disguise, so they suffer an additional -4 Charisma when dealing with citizens of the CS.
  • Light Sensitivity (Racial): Without protective eyeware, Nightcrawlers suffer a -2 penalty to all vision-related rolls in normal illumination, and suffer a -4 to resist light-based effects that target the eyes (like flashbang grenades or light-trapped blindness). (treat as a variation of the Bad Eyes Hindrance)
  • Instinctive Curiosity (Racial): Nightcrawlers have a knack for being drawn into events beyond their control the (and their natural abilities let them escape more often than they should). They suffer from the Curious Hindrance.
  • Wanted: Coalition (Minor) (Racial): "Escaped Lone Star experiment"
  • Quirk - Touchy-Fealy tail (Racial): Sometime uses her tail inappropriately or in a way others aren't expecting.
Edges
  • (Race) Acrobat: +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), also adds +1 to a character’s Parry as long as he has no encumbrance penalty.
  • (Race) Dat Tail: The tail of a Night-Crawlers is fully prehensile, giving them an additional non-movement action each round and +1 Parry.
  • (Race) Stealthy: Night-Crawlers Start with a d6 skill in stealth
  • (F&G) Ambidextrous: ignore -2 penalty for using off-hand (see pg 85 SWSE)
  • (F&G) Trademark Weapon Edge: The hero knows one unique weapon like the back of his hand. When using that weapon, he adds +1 to his Fighting rolls.
  • (F&G) Nerves of Steel: Ignore 1 point of wound penalties
  • (HJ) Professional Edge: Ace +2 Driving, +2 Boating, +2 Piloting, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • (HJ) Thief: +2 Climbing, Lockpick, Stealth, Notice/Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • (MARS PCO) Weapon Master: +1 Parry
  • (MARS PCO): Dirty Fighting: Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
  • (PBP) Tricky Fighter: The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. (Agility)
  • (N1) Two-Fisted: A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty (see page 75 SWDE).
  • (N3) Improved Nerves of Steel: The hero ignores 2 points of wound penalties.
  • (S1) Combat Reflexes: Your adventurer recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.
  • (S2) Block: +1 Parry
  • (S3) Upgradable: +6 Strain
Cybernetics - Strain: 8/12

Optics Package Strain: 1
  • both of the cyborg’s eyes are replaced, granting: +2 to all sight-based Notice checks
  • thermal imaging and night vision (ignore illumination penalties)
  • 50× magnification for distance; 20× macro lens for up-close detail
  • glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects.
  • Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display.
  • Switching modes is a free action.
Cyber-Wired Reflexes x2 Strain: 2
  • Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1.
Bionic Strength Augmentation x3 Strain: 3
  • Reinforced artificial musculature raise the creatures Strength. Each step past d12 adds a +1.
Hand-to-Hand Reaction Wiring Strain:1
  • Requiring at least one level of Cyber-Wired Reflexes, this upgrade grants a +2 to all Fighting checks.
(Patron Item) Transmaterial Energy Emitting Implants - Genetic manipulation isn’t the only research that takes place at the Lone Star complex. The cybernetic implants in Severianna’s forearms contain variable energy emitters utilizing salvaged alien technology that she can shape with a thought, creating energy blades, whips and shields; unusable if wearing power armor, but fine in non-FEV armor or FEV armor that's been specially modified. As a tech item, subject to Technical Difficulties.
  • Strain 1
  • Damage Str+d8 damage; AP 6; Mega Damage
  • Parry +1
  • wielded as a pair
  • electricity trapping
  • either blade gains Reach 1 and ignores cover as a free action
  • either blade may transform into a shield as a free action & can't be used to attack that round but adds +2 Parry in melee and +4 Armor vs. ranged attacks from the front and that side
  • Stun: On a hit, target must make a Vigor check (+2 if in FEV armor) or fall prone and Incapacitated. A new check is made each round, a success is up but Shaken, no Shaken on a raise.
Last edited by Severianna on Wed Apr 04, 2018 4:06 pm, edited 34 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Re: Severianna MARS Melee Fighter/Ace Pilot

Post by Severianna »

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Background

Age: 18 (although she's not sure how old she is, it's not like they had birthday parties in Lone Star.)

Severianna is a genetic experiment from Lone Star. Where as Dog Boys, Kill Cats and others are common and known to the world, Severianna is something very different. Level 1-3 in Lone Star house many different types and kinds of Feline, Canine and Primate research experiments; if one knew of the deeper levels underground they'd be horrified and shocked at the types of things that are being done in the name of science. What she is only few know. Some combination of bat & feline? Some D-Bee that has been spliced with more 'natural breeds' from earth? She may never know, and in all honesty if she at all is interested in that, it's not now. She didn't know of a world outside the Lone Star complex. She Didn't know anything like this world existed or that the lives of humans and beings of various natures lived in such ways as they do. She basically was raised inside cages with steel sterile walls and bright white hospital lighting. The surroundings where aseptic and devoid of visual creative character. She has a playful side, but it's always been held back and kept in check. The Doctors weren't playful or motherly. The daily, weekly and monthly regiments were calculated & cold, regimented and produced to bring about predetermined and desired outcomes. There was a structured clockwork precision to it all. You could count on any specific time of day to bring the expected event. Feeding at the same times of day, every day, always. Piloting simulations, fighting training, agility exercises, stimulant enhancements, bionic and cybernetic monitoring and maintenance. There was very little to no surprises in her life. Up until that day, that one fateful day.

The hair on her head began to tingle, then her whole body. A faint hum coming from deep inside her ears and then an enormous buzz began to come over every part of the facility, like it was coming from everywhere. She was training with a relatively new piece of prototype cybernetic equipment that day. She'd had that piece on for a month, but it was finally getting to be effective and viable. The engineers and doctors where always bringing in some piece of machinery more bizarre and distinctly menacing every month for testing. Sometimes testing happened on dummies and targets, sometimes on live beings. This day it was when everything in her life changed and all hell broke loose, literally. Portals and Rifts opened up not only in her training room, but in other rooms across the division she was housed in. You could hear the noises and commotion. At first she wondered if this was a test, another new exam or trial she needed to best. She kept her whits about her, stayed steady and strong in the face of the phasing of matter and space all around. The optical package that was now her only source of vision tried to make sense of it all in an instant, her eyes had been completely removed a few years back as it was determined that only a synthetic version would do, or they would have to scrap the entire race. Today, this time the engineers and doctors where visibly fearful and afraid. She could tell this wasn't expected. She was used to seeing various kinds of animals, humanoids and demons. It was common to see variations of all sorts of monsters on an almost daily basis in her life, but the hideous monstrosities emerging from the portals were something all together different. She braced herself to confront an onslaught of Five creatures emerging form a nearby rift as one immediately thrashed it's body in reckless abandon in her direction with no obvious care for its own well-being. She lashed at it with her weapons, crashing the electrically charged chains at it as it approached. At each echo of contact to the hardened flesh the creature appeared to feel the blows and it slowed just a bit each time, but it didn't stop. The others still came crashing in and closed in around her.

The next thing she knew as she woke up to a bright hot light burning down on her, wind and dust blowing on her skin. She had never felt anything like that before. The cool sterile HVAC systems of Lone Star kept the air she was accustomed to constant, predictable, a pre-measured blend of air. She looked around and saw all manner of shattered cabinets, tables and various gear that was near her in the facility when the portals broke open, but no one else and nothing else was to be found. Her cybernetic eyes adjusted to the environment immediately, but it was her brain that was taking several minutes to try and figure out what had just happened. These colors and hues, this smell, the arid sting of the dry air poked at her lungs. After several moments catching her breath and getting her bearings she stood there scratched her head, with her tail. She gathered what she could find and moved to a small line of trees to sit for a few hours just watching and waiting. She was on her own for the first time in her life and she wasn't sure if that was a good thing or not. She didn't necessarily like her life many floors underground as a kept animal (not that she had any idea where she has). She didn't like much of how she was treated in the facility. Didn't like the constant implants being tested and extracted from her body. She didn't mind that she had to fight all the time, after-all she was very good at it and didn't really mind that part, and that was her life. She didn't question it that much, not then at least. Now she wasn't to sure what to do or where to go. Sure from time to time she wondered all sorts of things, but that was just imagination, dreams and thoughts. Was she really on her own now? What would she do? Where would she go? What happened in the facility?
Last edited by Severianna on Sun Sep 24, 2017 11:26 pm, edited 8 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Severianna
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Re: Severianna MARS Melee Fighter/Ace Pilot

Post by Severianna »

Gear

Dark colored form fitting body suit from the research lab with black & grey camo cargo pants.

dark tinted 'Riddick' goggles to conceal her cybernetic eyes.
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Long Sleeve Hooded undershirt under body armor, but over her helmet & over her cybernetic implants. Though it's easy for her to push the sleeves up to expose the implants for use.
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NG Peacekeeper Re-Trapped as Branaghan Armor (Rifts WB 14 - New West pg 178.) & MI "Vaqueros" Armor Helmet and Boots (Rifts WB 14 - New West pg 178.) The NG Peacekeeper body armor is a modular design intended for use by police and other law enforcement groups.
  • The armor features a built-in biocomputer monitoring system. This feature informs the wearer of his own physical condition and can transmit his vital signs to a command post. The system is linked to the armor’s radio and automatically sends out a signal for backup should the wearer’s vital signs dramatically decline.
  • The basic armor weighs 11 lbs, has no Strength minimum, and provides +4 Armor. It takes just 1d4+1 rounds to turn it into the “tactical” version by attaching the accompanying heavier armor plates. Doing so increases Armor to +6 and grants +2 Toughness, as well as providing Full Environmental Protection, though Strength Minimum becomes d8.
  • (27 lb, 40,000 credits)


    Branaghan Armor trapping
  • The main armor is more a Bushman style suit of environmental plate body armor.
  • The helmet is light and snug with a removable face plate. Many wear the armor without the helmet unless they know they are headed for a major battle or dangerous environment.
  • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight mega-damage padding with plates over the shoulders and chest (sometimes concealed under the fabric).
  • Type: Two piece unit with medium-heavy, environmental body armor and a light augmenting overcoat that serves as light personal armor

    "Vasqueros" Armor trapping
    The helmet comes with a light mesh covering for the lower face to give it an exotic cowboy or bandit look. The boots are designed with pockets that can hold a survival knife, blackjack, small to medium sized revolver or pistol or personal item (chewing tobacco, cigarette lighter, playing cards, etc.); one per boot. It also comes standard with a pair of holsters and gun belt.

    Basic Armor with long coat and light armor
  • +4 Armor

    Tactical Armor with long coat and light armor
  • +6 Armor
  • +2 Toughness

NG-S2 Survival Pack
  • 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-infnite 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, fvemile range.
  • One frst 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 fshing 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.
Recent Items:

Bolt cutters

2 10mm autopistols (Severiana)
Damage: 2d6, ROF 3, AP 2, SA, 3RB
Range 12/24/48
Shots: 24
200 10mm rounds
5 lb

2 PLP-20s (pistols)
Damage: 2d6+1, ROF 3, AP 2, 3RB
Range 12/24/48
Shots: 30
3 extra e-clips 30 shots each
4 lb

1 LGR-360s (rifles)
3d6+2, ROF 3, AP2, Semi-Auto, 3RB
Range 30/60/120
Shots: 60
3 extra e-clips, 60 shots each
Scope with nightvision and laser offsets 2 points of range/darkness penalties
Underbarrel grenade launcher
Range 20/40/80
Shots: 12
24 smoke grenades

Bandoleer of grenades:
(4 frag, 4 AP and 2 plasma)
6 smoke grenades (LBT for 3r, -4 penalty in smoke)
3 flashbang grenades (MBT, stuns as neural mace)

Lockpick Release Gun: +4 vs mechanical locks

2 Vibro Knives, 1 Vibro Sword.

Northern Gun Sky Siren
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged but agile hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
Northern Gun Sky Siren: Size 5, Acc/TS 15/60, Toughness 25 (14), Crew 1+5, Remaining Mods 5
Notes: Handling 1, Hover, Environmental Systems, M.D.C. Armor, Sensor Suite
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Credits:
100

Contacts
Last edited by Severianna on Wed Apr 04, 2018 8:52 am, edited 20 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Severianna
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Re: Severianna MARS Melee Fighter/Ace Pilot

Post by Severianna »

Advances

Iconic Framework
MARS PCO (Melee Fighter/Ace Pilot/Thief)

Hero’s Journey
  • Narrative Hook
  • HJ rolls 1d20 (12)
  • From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.

    Experience & Wisdom
  • HJ rolls re-roll 1d20 = 16 (16)
  • Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Ace: Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.

    Underworld & Black Ops
  • HJ rolls 1d20 (11)
  • Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.

    Cybernetics
  • 1d20 = 10 (10) rolled Range Data System - requiring the Optics Package, don't have Optics Package, so per book taking Optics Package.
  • Optics Package: both of the cyborg’s eyes are replaced, granting: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification
    for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action.
MARS Fortune & Glory
Fortune and Glory
  • 1d12 (12)
  • Choose Your Fate: I choose Agile and Dexterous: Your hero adds one die type to Agility and begins with the Ambidextrous Edge.

    Fortune and Glory
  • 1d12 (1)
  • A Mighty Weapon: Choose Close Combat; gain Trademark Weapon Edge for Vambrace weapons.

    Fortune and Glory
  • 1d12 (8)
  • Vigorous & Tough: adds one d type to Vigor and begins with the Nerves of Steel Edge

    Fortune and Glory
  • 1d12 (3)
  • A Way to Get Around: begins with a d6 in Piloting; also starts with any vehicle of choice.
Advances
  • Initial Advances: (From Hindrances): Improve Agility d10, Improve Vigor d12
  • Free Edge (PBP): Tricky Fighter
  • M.A.R.S: Weapon Master
  • M.A.R.S: Dirty Fighter
  • Cybernetic Modifications: Optics Package, Transmaterial Energy Emitting Implants, Cyber-Wired Reflexes, Bionic Strength Augmentation, Hand-to-Hand Reaction Wiring
  • Novice 1 Advance: Two-Fisted
  • Novice 2 Advance: Improve Spirit d10
  • Novice 3 Advance: Improved Nerves of Steel
  • Seasoned 1 Advance: Combat Reflexes
  • Seasoned 2 Advance: Block
  • Seasoned 3 Advance: Upgradable
  • Seasoned 4 Advance: Improve Smarts d8 (We have the Talent adventure card)
  • 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:
Last edited by Severianna on Sun Jan 21, 2018 10:52 pm, edited 3 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: Severianna

Post by Severianna »

Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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