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 Vincent Gray: Rogue Scientist (ready for review) 
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OOC Comments
M.A.R.S. Rolls:

1d12 (6)
1d12 (6)
1d12 (9)
Duplicate roll, rerolling
1d12 (1)
Experience & Wisdom 1d20 (4)
Already have edge, rerolling
Experience and wisdom
1d20 (17)
Experience and wisdom 1d20 (18)
Trading both for result 10-11, background edge (Weird science)

Magic and Mysticism
1d20 (16)

Rich Rolls
Body Armor 1d20 (2)
Ranged Weapons 1d20 (19)

_________________
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.


Last edited by Vincent Gray on Thu Jun 14, 2018 8:24 pm, edited 1 time in total.



Sat Jun 09, 2018 10:11 pm
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Player Name: Mike
Google Handle: mike.e.morrison@gmail.com
Character Name: Vincent Gray
Rank: Seasoned Experience: 35 Advances Left: 2
Race: Human
Iconic Framework: Rogue Scientist
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 2 (½ Fighting +2); Toughness: 13 (6) (½ Vigor+2 plus armor); Strain: 0

Skills:
  • Investigation (Sm) d8 (from Iconic Framework)
  • K/Computers (Sm) d6
  • K/Electronics (Sm) d8
  • K/Engineering (Sm) d8 (from Iconic Framework) +2 Scholar Edge
  • K/Arcana (Sm) d6
  • K/Science (Sm) d8 (from Iconic Framework) +2 Scholar Edge
  • Notice (Sm) d8
  • Drive d6
  • Repair (Sm) d8
  • Shooting (Ag) d6
  • Weird Science (Sm) d10
  • Streetwise (Sm) d8 (from Iconic Framework)

Hindrances
  • Hindrance (Major): Vow- Vincent will find his way back in time to prevent the cataclysm
  • Hindrance (Minor): Cautious- This is a strange world, full of surprises. Vincent knows he must watch his step
  • Hindrance (Minor): Delusional- Vincent occasionally believes that he is in a dream or a coma and that everything happening to him isn't real

Edges
  • Edge: (IF) Scholar:Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
  • Edge: (IF) Investigator: Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
  • Edge: (IF) Rich
  • Edge: (IF) Connections: Black Market (Contact is Gamin the hobgoblin, Phase Mystic)[/b]
  • Edge: (IF) Strong-Willed
  • Edge: (F&G) Weird Science (Teleport)
  • Edge: (Human) Sidekick (Drone)
  • Edge: (Major Hindrance) Rapid Recharge
  • Edge: (Novice 1 Advance) Mr Fix-It
  • Edge: (Novice 3 Advance) Tinkerer: Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules.
  • Edge: (Seasoned 1 Advance) Power Points
[*]Edge: (Seasoned 2) Master of Magic
[*]Edge: (Seasoned 3) New Power: Havoc

_________________
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.


Last edited by Vincent Gray on Thu Jul 19, 2018 9:34 pm, edited 18 times in total.



Mon Jun 11, 2018 6:10 pm
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Background

A man out of time

Vincent Gray grew up in the late 21st century. As a child, he was fascinated by machinery and how it operated. He was the type of kid who would take their toys apart and eventually learn how to put them back together. While in school he always took any kind of class he could that would let him work with his hands. His dream was to own his own auto repair place so he could work on cars all day. One of his science teachers recognized that he had a gift for mathematics, and gently steered him into the direction of engineering. Vincent got a scholarship to M.I.T. and continued his studies, eventually getting a Masters in Systems Engineering. He applied for and got a job working on a new Particle Accelerator that was a joint project between the United States and Canada. He was going over some final tests to the accelerator before it officially came online when something, he still isn’t a 100 percent sure what, caused a tear in the fabric of space-time and sent him tumbling through it. He discovered that he was in a strange land that was both in the future, and in a lot of ways in the past. Vincent is now obsessed with finding a way to go back to his own time so that he can prevent the cataclysm from happening in the first place. He sees this world as only a possibility and will stop at nothing to go back to prevent the tragic events from occurring in the first place.

_________________
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.


Last edited by Vincent Gray on Tue Jun 12, 2018 6:15 pm, edited 2 times in total.



Mon Jun 11, 2018 6:11 pm
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Powers
Arcane Background: Weird Science
PPE: 15 points per device - Recovery: 2/hour

Vincent's devices are all connected to a seamless black bracelet that locks around his wrist. The bracelet is a powerful computer which manipulates the world on the quantum level. Each of his powers is a chip that can be slotted into the bracelet.

Energy Displacement Field [Teleport] (3+ PPE) [Seasoned]
  • Range: Special
  • Duration: Instant
  • Trapping: None
  • Effect: Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.

Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.

_________________
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.


Last edited by Vincent Gray on Thu Jun 14, 2018 9:01 pm, edited 9 times in total.



Mon Jun 11, 2018 6:12 pm
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Begin with the following starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8 × 100 credits

Triax T-13 Field Mechanic (Body Armor table choice)
  • +6 Armor and +2 Toughness
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 18 lbs
  • Note: Grants the wearer +2 on Repair checks.


Wilk’s 320 Laser Pistol
Image
  • Range: 18/36/72
  • Damage: 2d6, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 2 lbs
  • Notes: Semi-Auto


NG-LG6 Laser Rifle (Rich Roll choice)
Image
  • Range: 25/50/100
  • Damage: 3d6+2, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 19 lbs
  • Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).


Neural Mace (M.A.R.S. Result 1)
Damage: Str+d6
Weight: 9 lbs
Cost: 8,000
Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.

Grade IV Field Computer (28,000)

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, 9,600 credits)

Trauma Kit: A few steps above a standard
first aid kit, this small field pack contains
necessary and useful items for saving lives
under the worst conditions. It requires a
Healing skill of at least d4 to use. The trauma
kit grants a +1 on all Healing rolls, and it
also offsets up to −2 penalties. Frequent
use requires replenishing the supplies, as
dictated by the GM. (3 lb, 2,600 credits)

Holo-Display Communicator: Capable
of sending and receiving a small, doll-sized
holographic image, this rare and expensive
system is also useful for creating 3D images
of maps, diagrams, blueprints, and whatever
else the user might wish to input for display.
The communication system itself has a 300-
mile range. (2 lb, 10,000 credits)

Vibro-Knife
Damage: Str+d6
Weight: 2 lbs
Cost: 7,000
Notes: AP 4

Type Three Fusion Block x2 (8,000 a piece) (Damage 5d8, RoF 1, AP 20, Mega Damage, SBT, weighs 16 pounds)

Credits 5d8 (1, 8, 2, 5, 4) x100 plus 5,000 from Rich Edge for 7,000 total
Gear Allowance: 200,000
Minus 73,200
Equals 126,800
Plus 7,000 from starting credits

Equals 133,800 (120k on loan to L.C.)

_________________
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.


Last edited by Vincent Gray on Thu Jun 21, 2018 11:18 am, edited 6 times in total.



Mon Jun 11, 2018 6:13 pm
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Advances

Iconic Framework
  • Begin with +5 skill points.
  • Begin with any two Knowledge skills at d8 and the Scholar Edge.
  • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.



Hero’s Journey
  • Experience & Wisdom (10-11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Note, traded two previous Experience & Wisdom rolls for choice)


  • Magic & Mysticism, (15-16): Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).


MARS Fortune & Glory
Fortune and Glory
  • (6): Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge
  • (9): Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  • (1): A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.


Advances
  • Initial Advances: (From Hindrances): New Power: Clairvoyance, Raised Smarts to d10
  • Free Edge (Human): New Power: Teleport
  • Novice 1 Advance: Mr. Fix-It Edge
  • Novice 2 Advance: Raise Notice and K/Electronics a step
  • Novice 3 Advance: Tinkerer Edge
  • Novice 4 Advance: Raise Repair to a d12
  • Seasoned 1 Advance: Power Points Edge
  • Seasoned 2 Advance: Edge: Master of Magic
  • Seasoned 3 Advance: Edge: New Power (Havoc)
  • 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:undefined

_________________
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.


Last edited by Vincent Gray on Thu Jul 19, 2018 9:32 pm, edited 2 times in total.



Mon Jun 11, 2018 7:38 pm
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Character Name: Archimedes
Rank: Novice Experience: ? Advances Left:
Race: Drone
Iconic Framework: Drone
Attributes: Agility d8, Smarts d6, Spirit d6 (1), Strength d4, Vigor d6 (1)
Charisma: 2; Pace: 6; Parry: 2 (½ Fighting +2); Toughness: 9 (4) (½ Vigor+2 plus armor); Strain: 6

Skills:
  • K/Computers (Sm) d6 2
  • K/Electronics (Sm) d6 2
  • Persuasion (Spi) d6 2 +2 from Charisma
  • Notice (Sm) d8 +2 from Danger Sense Array, +2 for Sight Based from Optics Package
  • Repair (Sm) d6 2
  • Shooting (Ag) d8
  • Weird Science (Sm) d6 2
  • Stealth (Sm) d6* 2
  • Survival (Sm) d4 1
  • K/Arcana (Sm) d6 2

Hindrances
  • Hindrance (Major): Curious Part of Archimedes’s programming is to explore and gather information. It thinks that the more information it has the better, so has a tendency to go beyond what might actually be safe
  • Hindrance (Minor): Vow- Archimedes will serve and protect Vincent at all costs
  • Hindrance (Minor): Stubborn. Archimedes believes itself to be intellectually superior to carbon based life forms, and therefore has trouble thinking they’re correct when they’re opinion is contrary to his own

Edges
  • Edge: (IF) AB Weird Science (Power is Slumber)
  • Edge: (IF) Charismatic. +2 to Charisma
  • Edge: (Cybernetics) Danger Sense


Cybernetics:

Cybernetics

Stealth System- Strain: 2
  • Chameleon skin, heat baffles, radar scramblers, and other devices make the robot difficult to detect by vision or sensors. Those trying to detect or attack the robot subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the robot fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search.

Expanded Detection and Security Array- Strain: 2
  • This combination of radar, sonar, and motion detectors grants the cyborg 360° awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.

Optics Package () - Strain: 1
  • One or both of the cyborg’s eyes are replaced, granting the following: +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.

Core Electronics Package(Strain 1
    This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.) - Strain: 1


      Electromagnetic Pulse Attack [Slumber] (2) [Seasoned] [Embedded into Archimedes]
      • Range: Smarts x 2
      • Duration: 1 minute
      • Trapping: This only works on Technology
      • Effect: Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell. The caster picks where he wants to center the spell and places a Medium Burst Template. He
        then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep. Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.

      Base Stats:
      [list[Sentry Bot Sentries are spherical robots bristling with sensor knobs and armed with two integral laser SMGs. Cost: $11K; Remaining Mods: 0 Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d4 Skills: Notice d8, Shooting d8, Stealth d6 Pace: —; Parry: 2; Toughness: 6 (4) Gear: The robot has two laser SMGs rather than arms. Range 15/30/60, Damage 2d6, RoF 4. Each gun has 100 shots. Special Abilities: • Armor +4: Additional plating. • Flight: Pace 6”, Climb 1. • Immobile: Sentry bots cannot move except when using their Flight ability. • Sensor Suite: +4 Notice vs sound, motion, chemicals, radiation, and electrical fields up to 500 yards distant. • Size –2: Sentry robots are the size of basketballs.[/list]

    _________________
    Signature
    Vincent Gray Human Rogue Scientist
    Pace: 6; Parry: 2 Toughness: 13(6)
    Combat-Relevant Edges & Abilities:
    Strong-Willed
    Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
    Bennies: 4/3
    Adventure Cards
    Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
    Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
    The community adopts you and your party as local heroes, and you can always find aid there.


    Thu Jun 14, 2018 8:11 pm
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