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 Jitters 
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Hero's Journey Roll 1: Underworld &
Black Ops 1d20 = 13 (13)
Hero's Journey Roll 2: Training 1d20 = 20 (20)
Hero's Journey Roll 3: Ranged Weapons 1d20 = 13 (13)
Hero's Journey Roll 4: Experience & Wisdom 1d20 = 3 (3)
Hero's Journey Roll 5: Close Combat Weapons 1d20 = 8 (8)

Unstable Psyche 1d6 = 3 (3)
Unstable Psyche - Seasoned
Money 2d6*100 = 800 (2, 6)

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Last edited by Jitters on Sun Dec 24, 2017 1:24 am, edited 3 times in total.



Fri Nov 24, 2017 11:50 am
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Posts: 146
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Player Name: Jonathan
Google Handle: dragonfett2
Character Name: Jitters

Rank: Seasoned Experience: 45 Advances Left: 1
Race: Quick Flex Alien
Iconic Framework: Crazy
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12, Vigor d10
Charisma: 0; Pace: 16; Parry: 11 (½ Fighting +2); Toughness: 7 (½ Vigor+2 plus armor); Strain: 0 ISP: 30
Skills:
Fighting d12 + 2 (5)
Shooting d8 (3)
Notice d6 + 2 (2)
Driving d4 (1)
Psionics d10 (free from IF, plus two advances)
Stealth d6 + 2 (2)
Throwing d4 (1)
Lockpicking d8 + 2 (+3 from HJ)
Knowledge: Electronics d6 (1, plus one advance)

Hindrances
Hindrance (Major): Curious
Hindrance (Minor): Quirk (Fast Talker: At the beginning of each new scene/GM post, a Fast Talker must make a Smarts roll or they start to talk to fast that their words are difficult to understand)
Hindrance (Minor): Big Mouth

Cybernetics
Name (how many times selected, i.e. 1) - Strain: 1(?}

Background (post background as a reply to character sheet)

Contacts

Advances (post Advances as a reply to character sheet)
Edges
Edge: Professional (Fighting)
Edge: Expert (Fighting)
Edge: Thief (From HJ)
Edge: Strong Willed (From HJ)
Edge: Dirty Fighter (From HJ)
Edge: Ambidextrous
Edge: Arcane Background: Psionics
Edge: Major Psychic
  • Spend 2 ISP to gain a +1 on the Psionics roll, or 4 ISP to gain +2.
  • Spend 1 ISP to double the range, or 2 ISP to multiply the base range by x10.
  • The previous two options can be combined, but the decision must be made prior to rolling the Psionics skill.
  • While on a ley line, all the above bonuses are doubled in effect.
Edge: Master Psychic
Edge: Split the Seconds
Edge: Extra Power Points
Edge: Elan
Edge: Frenzy

Iconic Framework
Hindrances
Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer a -4 Charisma with such people.
Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Background impossible for them. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls.
Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chose by the player.
Cybernetics: Crazies suffer -1 to Psionics per point of Strain.
Distinctive Appearance: The protrusions from the skull alone mark a Crazy for what he is. Most also indulge in tattoos, body piercings, and other means of declaring themselves to the world.
Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains -2 Charisma as she becomes irratable and impatient. She also suffers a -1 to all Trait rolls from the distraction of his frenzied mind, until some kind of high alert status or action kicks in.
Unstable Psyche: Mania: The character has a serious and negative mental illness of some kind, such as the lack of empathy toward others, significant bipolar tendencies, or a psychopathic compulsion to cause harm. Either version reduces Charisma by 2 to those who know of it. A Major Mania is more-or-less a full time obsession with serious consequences if caught or discovered.
Delusional
Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer a -4 Charisma with such people.
Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Background impossible for them. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls.
Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chose by the player.
Cybernetics: Crazies suffer -1 to Psionics per point of Strain.
Distinctive Appearance: The protrusions from the skull alone mark a Crazy for what he is. Most also indulge in tattoos, body piercings, and other means of declaring themselves to the world.
Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains -2 Charisma as she becomes irratable and impatient. She also suffers a -1 to all Trait rolls from the distraction of his frenzied mind, until some kind of high alert status or action kicks in.
Unstable Psyche: Mania: The character has a serious and negative mental illness of some kind, such as the lack of empathy toward others, significant bipolar tendencies, or a psychopathic compulsion to cause harm. Either version reduces Charisma by 2 to those who know of it. A Major Mania is more-or-less a full time obsession with serious consequences if caught or discovered.

Iconic/Racial Edges/Benefits
Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2)
Ambidexterity: All Quick-Flex possess the Ambidextrous Edge
Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
Fast: Quick-Flex have a +2 to Pace and increase their Running die by one type (usually Pace 8 and d8 Running die)
Losing It: On the Crazy's action, he can choose to start Losing It, gaining the effects of being Beserk (as per the Edge). While he is Losing It, he is also Fearless (see Monstrous Abilities in Savage Worlds), making him immune to Fear and Intimidation. While in this state, he cannot use his psionic abilities, nor anything requiring concentration.
Getting It Together: The Crazy comes out of Losing It using the standard Smarts roll for Beserk. Then he is critically hampered by one or more psychological Hindrances. The game effect is a -2 to all Trait rolls for the duration of Getting It Together. From a RP perspective, this could be being wracked with guilt, crippling depression, irrational fear, ramapging delusionns, or any number of other effects which fit the character's various Hindrances and other issues. The duration of the penalty is based on the results of the Smarts roll made to come out of Losing It in the first place:
  • Raise: He only spends 1d6 minutes Getting it Together.
  • Success: He spends 1d6 x 10 minutes Getting It Together.
  • Failure: He spends 1d6 hours Getting It Together.
  • Critical Failure: He spends the next 24 hours Getting It Together.
Bio-Regneration: The Crazy gets a natural healing roll once per 24 hours.
Enhanced Attributes: Crazies gain +2 die types to Agility, Strength, and Vigor. These Traits have no maximum.
Enhanced Speed: Crazies double their base Pace.
Heightened Senses: Crazies gain +2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
Minor Psionic: They start with 10 ISP, Psionics skill at d6, and three powers.
  • Boost/Lower Trait
  • Deflection
  • Smite
Quick: Crazies begin with the Quick Edge.
Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 to all checks to resist Fatigue.
Super Reflexes: Crazies have uncanny reflexes, granting them a -2 to be hit as long as they are aware of the attack.
Extras:
  • Speak Languages Tattoo - Hello Kitty Tattoo on the meat of his right butt cheek
  • Warrior's Gift - Santa in Plate Mail w/ a Broadsword Tattoo on his Chest
  • Mutation: Storm Touched -1 to Stealth rolls, +1 Electricity Damage on a melee attack, +2 on a raise
  • Mutation: Monkey Tail Gains Habit (Kleptomaniac Minor), -1 penalty to Agility while wearing armor, and can take an extra action w/ tail w/o incurring a MAP for one action from the tail.
  • Crapsack World: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.

Hero’s Journey
Table Roll result Description
Underworld & Black Ops 13 Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill poinnts to spend on Climbing, Lockpicking, and Stealth as he chooses.
Training 20 You may choose any one of the previous results. (14 When it gets up-close and ugly, your hero knows how to set up his opponents for a nasty fall, while protecting himself. He has the Dirty Fighter Edge, as well as a +1 to his Parry.)
Ranged Weapons 13 Throwing grenades is fine, but shooting them in rapid succession is better. Your hero loves his WI-GL20 Automatic Grenade Launcher, which comes with a full load of his choice of grenades..
Experience & Wisdom 3 Your Character doesn't take kindly to threats, and no one messes with her head. She is Strong Willed.
Close Combat Weapons 8 With a Chain Longsword, your character can cut even huge robot-armor foes down to size.

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Last edited by Jitters on Fri Jul 13, 2018 6:27 pm, edited 18 times in total.



Sat Dec 16, 2017 11:13 pm
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Posts: 146
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Advances
Initial Advances:
(From Hindrances): Professional (Fighting), Expert (Fighting)
Novice 1 Advance: Spirit d8
Novice 2 Advance: Psionics d8, K/Electronics d6
Novice 3 Advance: Psionics d10
Seasoned 1 Advance: Major Psychic
Seasoned 2 Advance: Master Psychic
Seasoned 3 Advance: Split the Seconds
Seasoned 4 Advance: Extra Power Points (ISP) +10 ISP
Veteran 1 Advance: Elan
Veteran 2 Advance: Frenzy
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:

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Last edited by Jitters on Fri Jul 13, 2018 6:27 pm, edited 6 times in total.



Sun Dec 17, 2017 12:02 am
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Gear (post gear as a reply to character sheet)
Item Info
SFD Huntsman Lightweight Personal Armor (+5 Armor, +1 Toughness, d6 Str min, 16 lb, Non-EBA)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
Wilk's 447 Laser Rifle (40/80/160, 3d6, RoF 1, AP 2, 20 Shots, 5 lbs, Semi-Auto)
Vibro-Sword (Str+d10 MD, AP 4, 9 lb) Vibe
Vibro-Sword (Str+d10+4 MD, AP 4, 9 lb) Rator
WI-GL20 Automatic Grenade Launcher (60/120/240, RoF 3, 40 Shots, Snapfire, RoF uses one grenade per shot, damage as per grenade, 75 lbs) -4 shots
Chain Longsword (Str+2d8 MD, AP 2, 15 lbs) Paul Bunyan
NG-S2 Survival Pack (30 lbs, 3,000 cr)
C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
  • Ultra Dense Armor Plating Mod
  • Micro-exoskeletons installed into the legs
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Tough Clothes (+1 Toughness)
Bandito Arms Branaghan Armored Overcoat (+1 Toughness)

Credits: 25,800

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Last edited by Jitters on Tue Jul 10, 2018 7:09 pm, edited 10 times in total.



Sun Dec 17, 2017 12:20 am
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Joined: Sun Dec 17, 2017 9:52 pm
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Strength d4 + 2 die types from IF + 2 points from Character Generation = d12
Agility d4 + 2 die types from Race + 2 die types = d12
Smarts d4 + 2 points from Character Generation = d8
Spirit d4 + 1 point from Character Generation + 1 advance = d8
Vigor d4 + 2 die types from IF = d8

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Sun Dec 17, 2017 12:55 am
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Joined: Sun Dec 17, 2017 9:52 pm
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Len Goodman's Dancing Shoes of the Quick Step

Minor:
Minor:
Major: Power: Speed
Major: Power: Quickness

If Complication is approved

Complications: The Powers Speed and Quickness can only be activated simultaneously AND by dancing to music (and only to music appropriate for a Quick Step). Should the music end for any reason, the effects of both powers fade immediately, regardless of how much time had passed. Furthermore, the powers will only gain the benefits of their trapping if the activation roll for both powers results in a raise.

Major: Fleet-Footed

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Sun Dec 17, 2017 1:32 am
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Logan Wright wrote:
Len Goodman's Dancing Shoes of the Quick Step

Minor:
Minor:
Major: Power: Speed
Major: Power: Quickness

If Complication is approved

Complications: The Powers Speed and Quickness can only be activated simultaneously AND by dancing to music (and only to music appropriate for a Quick Step). Should the music end for any reason, the effects of both powers fade immediately, regardless of how much time had passed. Furthermore, the powers will only gain the benefits of their trapping if the activation roll for both powers results in a raise.

Major: Fleet-Footed


That is at least -2 to each roll, possibly a -4 if for whatever reason turning on the music is more difficult than a free action. When done, make sure you post this in the item validation when finished.

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Sun Dec 17, 2017 8:52 am
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No, the music can be turned on before hand. But the -2 to activate both or neither is alright by me.

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Tue Dec 19, 2017 12:58 am
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Joined: Sun Dec 17, 2017 9:52 pm
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    Psychic Powers
  • Boost/Lower Trait (Psychic Competence Boost)
      Trapping: Psychic
    • Exalted Boost/Lower Trait (Expert Training)
        Trapping: Psychic
  • Deflection (Telekinetic Force Field)
      Trapping: Telekinetic
    • Greater Deflection (Improved TK Force Field)
        Trapping: Telekinetic
  • Smite (Telekinetic Punch)
      Trapping: Telekinetic
    • Exalted Smite (Power Weapon)
        Trapping: Special

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Wed Dec 20, 2017 10:21 am
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Posts: 2138
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Logan Wright wrote:
Len Goodman's Dancing Shoes of the Quick Step

Minor:
Minor:
Major: Power: Speed
Major: Power: Quickness

If Complication is approved

Complications: The Powers Speed and Quickness can only be activated simultaneously AND by dancing to music (and only to music appropriate for a Quick Step). Should the music end for any reason, the effects of both powers fade immediately, regardless of how much time had passed. Furthermore, the powers will only gain the benefits of their trapping if the activation roll for both powers results in a raise.

Major: Fleet-Footed


Lets just do it as a TW item.

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Wed Dec 20, 2017 9:27 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
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This is going to be what Jitters new armor looks like.


Attachments:
DarkLordSavitar.png
DarkLordSavitar.png [ 456.57 KiB | Viewed 940 times ]

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.
Sun Dec 24, 2017 12:33 am
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Bonus Ability:
Temporal Divergence:
A crazies mind can be so jumbled in area's of high temporal flux and temporal magic they can see what was, is, and will be from multiple timelines and universes. Temporal raiders and their underlings would say this is an impossibility, but it is more of a improbability as very few crazy's have thing ability. Plus the few that do sometimes think of it as a curse rather than boon when triggered.
    Designer note: This is mostly a tool to remind GMs that Jitters can see the alternate time streams where events did not go according to plan

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Mon Dec 25, 2017 4:58 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
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What are WIP-In Laws and why is it showing up?

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Mon Dec 25, 2017 8:17 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
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Unstable Psyche 1d6 = 2 (2)

I just thought of how Jitters' Mania manifests. It's speed!

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Wed Dec 27, 2017 6:36 pm
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Posts: 2138
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How many times have you rolled the unstable psyche?

_________________
13th GM bennies GM Bennies
6/6


Vampire Kingdoms GM Bennies
7/8
-1 to hit Vela with MW


Legends of the Black Bennies
2/2


Sat Dec 30, 2017 11:38 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
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That was the second time that this thread actually rolled it. I tried to edit my roll post for it but it kept kicking it out for some reason, so I just made a new post to see if that would work. I am supposed to roll once when I make the character and then once again per new rank I achieve. This new one that I have is Delusion.

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Sun Dec 31, 2017 12:05 am
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
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Jitters next Advance is Extra Power Points, trying to get it in while he's still Seasoned.

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Sun Apr 08, 2018 10:17 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
Reply with quote
+6 XP puts me at 44 xp

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Fri Jun 29, 2018 6:24 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 146
Reply with quote
Veteran 1 and 2 advances taken
Psyche Degredation 1d6 = 4 (4) Monologuer

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 0/30
Bennies: 2

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
Toughness 11
Deflection -4 to all attacks
1 Wound: -1 to Jitters trait rolls
Exhausted: -2 to Jitters trait rolls
Total Penalties to Jitters Trait Rolls: -3


Adventure Card
6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.

11 Lucky Break
Play this card to completely negate the damage from one attack.

32 Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.


Fri Jul 13, 2018 6:28 pm
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