Thomas - MARS Master of Magic

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Thomas
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Thomas - MARS Master of Magic

Post by Thomas »

This character is replaced by SWADE Thomas
https://savagerifts.com/sr/viewtopic.php?f=145&t=4601







MARS PCC Master of Magic
OOC Comments
F&G [dice:2er35hg9]32553:0[/dice:2er35hg9] = Two HJ Rolls
F&G [dice:2er35hg9]32553:1[/dice:2er35hg9]
F&G [dice:2er35hg9]32553:2[/dice:2er35hg9] = Two HJ Rolls
F&G [dice:2er35hg9]32553:3[/dice:2er35hg9] = Two HJ Rolls

Heroes Journey
  1. Magic & Mysticism HJ [dice:2er35hg9]32553:4[/dice:2er35hg9] = Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.
  2. Magic & Mysticism HJ [dice:2er35hg9]32553:5[/dice:2er35hg9] = There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards gain +5 PPE instead.
  3. Magic & Mysticism HJ [dice:2er35hg9]32553:6[/dice:2er35hg9] = Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.
Fortune & Glory Rolls Converted
  1. Conversion Rolls Magic & Mysticism [dice:2er35hg9]32553:7[/dice:2er35hg9] Duplicate Reroll as there is no improved option.
  2. Conversion Rolls Magic & Mysticism [dice:2er35hg9]32553:8[/dice:2er35hg9] = 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).
  3. Conversion Rolls Magic & Mysticism [dice:2er35hg9]32553:9[/dice:2er35hg9] = In this world, combat proficiency with magic is highly valued and often necessary for survival. Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
  4. Conversion Rolls Magic & Mysticism [dice:2er35hg9]32553:10[/dice:2er35hg9] = Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former.
  5. Conversion Rolls Magic & Mysticism [dice:2er35hg9]32553:11[/dice:2er35hg9] = Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
    Conversion Rolls Magic & Mysticism [dice:2er35hg9]32553:12[/dice:2er35hg9] Duplicate Reroll as there is no improved option.

    Rerolls For Duplicates
  6. Magic & Mysticism [dice:2er35hg9]32553:13[/dice:2er35hg9] = Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.
    Magic & Mysticism [dice:2er35hg9]32553:14[/dice:2er35hg9] Duplicate Reroll as there is no improved option.
  7. Magic & Mysticism [dice:2er35hg9]32553:15[/dice:2er35hg9] = Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.

PERSONAL CONCEPT OPTION
If none of the classic OCC packages in this section works for what you want, simply use this package’s benefits to structure a framework to your liking.
„„Begin with +5 skill points.
„„Begin with two Edges of your choice, ignoring Rank requirements.
„„Make one additional roll on the M.A.R.S. Fortune & Glory Table.
„„Begin with the starting gear of any one Iconic Framework of your choosing. Chose TW [dice:2er35hg9]32553:16[/dice:2er35hg9] credits


Purchasing Enchanted Item Rolls with EP: Enchanted Staff & Shadow Cloak
Roll [dice:2er35hg9]32553:17[/dice:2er35hg9]
Roll [dice:2er35hg9]32553:18[/dice:2er35hg9]
Roll [dice:2er35hg9]32553:19[/dice:2er35hg9]
Trading 2 for 1 to get Shadow Cloak instead of guns.
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Thomas - Character

Post by Ndreare »

Character Image
Image
Going for the Tom Hiddleston look here.
Thom - Thomas Hidentown

Player Name: Rob F Towell
Google Handle: Ndreare
Rank: Novice Experience: 52 Advances Left: 1
Race: Asguardian (mechanically human)
Iconic Framework: MARS PCC Master of Magic
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Charisma: +6*; Pace: 5; Parry: 5 (1); Toughness: 15 (10); Strain: 0
Skills:
  • Fighting d4 [1]
  • Knowledge (Arcana) d10 [3]
  • Knowledge (Politics) d10 [3]
  • Notice d10 [3]
  • Persuasion d8+6 [4]
  • Spellcasting d10 [3] (+1 from gear
  • Stealth d6 [2]
  • Streetwise d8+6 [3]
  • Survival d8 [3]

Hindrances
  • Coddled Life (Major): This is retrapping of Elderly - Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts.
  • Cautious (Minor): Character is overly careful.
  • Monologuer (Minor): when dealt a Club Thomas must make a Smarts roll at -2 or spend the turn ranting or rambling about the rigors of combat and misery of the whole situation.

Edges
  • Arcane Background (Magic): Thomas knows magic and begins with 10 PPE and 3 Powers. (Iconic)
  • Rapid Recharge: Thomas Recharges Power Points at 1 per 30 minutes. (HJ rolls)
  • - Improved Rapid Recharge: Thomas Recovers Power Points at 1 per 15 Minutes. (Iconic)
  • - - Exceptional Rapid Recharge: Thomas Recovers Power Points at 1 per 5 Minutes. (Free Human)
  • Arcane Marksman: Aim maneuver (+2 Spellcasting) if hero does not move. (HJ rolls)
  • Conservation of Magical Energy: On a Raise the cost to use a power is reduced by 1 Power Point. (HJ rolls)
  • - Wizard: Thomas reduces the PPE cost of a spell by 1 per Raise, combined with Conservation of Magical Energy. (05 Advance)
  • Second Nature (Easy Magic): Thomas automatically gains the raise effect when using Slumber (HJ rolls)
  • New Power x6: Thomas has 6 additional spells on the Magic List 4 of which can come from the Novice lists of other AB types. (HJ rolls, 10 Advance)
  • Soul Drain: Thomas is Cautious by nature and would only ever use this in the most extreme of situations. This is literally the stupidest edge in the game. (HJ rolls)
  • Charismatic: Thomas is very confident and respectful. He gains +2 Charisma
  • I Know a Guy: Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group.
  • Master of Magic: Thomas is skilled caster and knows the Mega Version of all his spells.
  • Power Points x2: Thomas has 20 Power Points to work with. (15 Advance, 25 Advance)
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Thomas - Background

Post by Ndreare »

Background

Thomas grew up in the Federation and found life there was fairly easy. Trained as a sorcerer he learned to get by on his natural talents. His father, Anthony, was a very successful Warlord and Shifter who worked on the regional trade council and because of that Thomas was given a lot of opportunities to travel and work with others his father had business with.
His penchant for playing political games and generally living life took care of things for him most of his life, so Thomas never really had to push himself. However his sister Cate decided she would like Anthony’s position and within a few short weeks eliminated him and his supporters. Giving Thomas the opportunity to either serve her as he did her father and support her new role or leave and be silent. Thomas knowing how politics works decided to take the opportunity at banishment rather than hang out and get killed when the opportunity arose. He gathered up his personal possessions that mattered most to him and hit the road.
Finding the Tomorrow Legion as a group in need of his skill set Thomas offered his services and has been moving from short assignment to short assignment for the last two months. With talk of joining the 101st on a long term assignment Thomas is happy to change pace.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Thomas - GEAR

Post by Ndreare »

GEAR (Techno Wizard chosen for starting gear)

Amulet of Confusion (enchanted item)
The artifact of Techo-Wizardd mastery borders the line of true enchantment. When used the gears in it begin spinning and the disk expands as the magic in the device is triggered, protecting the wizard in illusions and ensnaring the minds of whatever creatures the caster wills.
When charged the amulet gains an uncanny attractiveness like a fine set of clothes and well groomed person.
  • Base Item: Personal Computer/Pocket Watch looking
  • Minor x2: +2 Charisma
  • Major: Puppet (Target temporarily believes the user and he are best of friends and have the deepest brotherly love)
  • Major: Beast Friend (Target temporarily believes the user and he are best of friends and have the deepest brotherly love)
  • Has 10 PPE for using its powers
  • Looks cool
    OOC Comments
    magic_amulet_by_decibelproductions.jpg
    magic_amulet_by_decibelproductions.jpg (9.82 KiB) Viewed 6880 times

Leather of Invulnerability
(Techno Wizard Combat Mage Armor MARS Result 2)
Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +7 Armor, as well as a Strength increase of one die type.
He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn’t necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the darksight and farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)
  • 1 PPE/Hour or Automatic when on a ley line
  • +10 Armor (6 without power)
  • +1 Embedded Toughness
  • Strength Minimum: N/A
  • Full Environmental Protection when charged
  • Darksight power
  • Farsight power
  • 9 lbs (36 without power)
    Crafted by a Legendary Smith of amazing arcane prowess this suits enchantments are stronger. The effects are mechanically identical to the following upgrades
    • Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
  • Looks Cool
    OOC Comments
    leather armor.jpg
Shadow Cloak (TW)
An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies.
  • The cloak grants +2 to Stealth
  • fear
  • invisibility
  • It costs 1 Power Point to charge for one hour
  • 1 lb
  • 300,000 credits)
  • Looks Cool
    OOC Comments
    leather armor.jpg
Scepter of The Power
Another fine gift from his father and his most prized possession he always has it with him. With the ability to amplify his magic to incredible levels Thomas has grown reliant on it for all manor of tasks. The bearer of this scepter finds all of his powers amplified when used through the staff.
Thomas is unsure if the scepter is sentient or semi sentient. But it seems to not want to work with other staves or wands to the point that it will not even work again until he apologizes if he uses another stave.
Thomas is convinced this is a quirk his father paid extra for as he often tried round about methods of teaching important life lessons. But his father denied it and never told him why.
Even more frustrating is Thomas knows it is not a required feature of the staffs magic because his father, sister and both brothers have identical scepters that do not possess the same trait.
  • Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work
  • The staff has 10 PPE (which regenerate at the same rate as the caster)
  • Grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles
  • Clairvoyance (Trapping for Both Versions - Can perceive through the senses of other living beings)
  • Shape Change (Trapping for Both Versions - Can take on the form of other living beings)
  • Combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
  • Looks Cool
    OOC Comments
    Staff of Archmage.jpg
    Staff of Archmage.jpg (11.03 KiB) Viewed 6883 times
Adventure Survival Armor (TW, stashed in a bag and ready to sell)
  • +4 Armor
  • Strength Minimum: N/A
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
  • Weight: 5 lb
TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Add one TW Minor Upgrade: +1 Shooting
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.
Took Kit

Altess Eviscerator (Patron Item)
Image
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
• Damage: Str+2d10+2, AP 2, MD
• Artificial Intelligence
• • The A.I. built into the weapon acts as a grade IV field computer (TLPG p. 104), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
• • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
• • Communicates through nano-telepathy. Nano-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
• • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
• Electrical Discharge:
• • Range: Range: 10/20/40
• • Damage: 1–3d6, AP 0
• • ROF: 1
• • Payload: 4; regenerates 4 charges per hour
• • This is a shooting attack: A raise on shooting creates a 2d4 Electrical Damage Field that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
• Modifiers: Two-handed weapon
• Weight: 7 lbs.


Bandito Arms Branaghan Armored Overcoat
Image
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 armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment: Scepter of Power
• Attachment: TK Revolver
• Attachment: Altess Eviscerator
• Attachment: Vampire Slayer 3000
• Attachment:
• Attachment:
• Attachment:
• Attachment:


The Vampires Slayer 3,000:
  • Base Item: Wilk’s 237
  • Range: 18/36/72
  • Damage: 2d6+1
  • RoF: 2
  • AP: 2
  • Payload: 24
  • Weight: 3
  • Base Cost: 18,000 = Total Cost: 249,800 credits
  • Notes: Semi-Auto, 3RB
  • Enchantments: (1,800)
    • m +1 Shooting (5,000)
    • m +1 Shooting (5,000)
    • M +1 Die Shooting (10,000)
    • M +1 Die Shooting (10,000)
    • M Bolt (Sunlight trapped Lasers) (20,000)
    • M Deflection (100,000,
      activated with shooting roll)
    • M 10 PPE (30,000)
    • M 10 PPE (30,000)

24,760 credits.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Thomas - Advances

Post by Ndreare »

Advances
  • Iconic Framework: Arcane Background (magic)
  • Iconic Framework: Improved Rapid Rapid Recharge
  • P&G Roll: 12 - Players Choice
    • Hero’s Journey Roll 1: 16 = Conservation of Magical Energy
    • Hero’s Journey Roll 2: 3 = Arcane Marksman
  • P&G Roll: 2 - Strong Suit of Armor
  • P&G Roll: 12 - Players Choice
    • Hero’s Journey Roll 3: 11 = Rapid Recharge
    • Hero’s Journey Roll 4: 14 = Easy Magic with 1 spell
  • P&G Roll: 12 - Players Choice
    • Hero’s Journey Roll 5: 9 = Extra Spell
    • Hero’s Journey Roll 6: 9 = Extra Spell
  • Hero’s Journey Roll 1: 8 = Extra Spell
  • Hero’s Journey Roll 2: 1 = Soul Drain
  • Hero’s Journey Roll 3: 8 = Extra Spell
  • Initial Advances: (From Hindrances): Charismatic
  • Initial Advances: (From Hindrances): I Know a Guy
  • Free Edge (Human): Exceptional Rapid Recharge
  1. Novice 1 Advance: Wizard
  2. Novice 2 Advance: New Power - Barrier
  3. Novice 3 Advance: Power Points 15
  4. Seasoned 1 Advance: Master of Magic
  5. Seasoned 2 Advance: Power Points 20
  6. Seasoned 3 Advance: Attractive +2 Charisma
  7. Seasoned 4 Advance: New Power Dispel
  8. Veteran 1 Advance: Kn Arcana d10, Kn Politics c10
  9. Veteran 2 Advance: Notice d10, Spellcasting d10
  10. Veteran 3 Advance:TBD
  11. Veteran 4 Advance:
  12. Heroic 1 Advance:
  13. Heroic 2 Advance:
  14. Heroic 3 Advance:
  15. Heroic 4 Advance:
  16. Legendary 1 Advance:
  17. Legendary 2 Advance:
  18. Legendary 3 Advance:
  19. Legendary 4 Advance:
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Thomas - Spells

Post by Ndreare »

Armor
  1. Darksight
    1. Darksight (Nightvision - No Mechanic)
    2. Exalted Darksight (True Sight - No mechanic)
  2. Farsight
    1. Farsight (Eagles Eyes - No mechanic)
    2. Greater Farsight (Clarity - Mo Mechanic)
Amulet
  1. Beast Friend
    1. Beast Friend (Charming - No Mechanic)
    2. Exalted Beast Friend (Charming - No Mechanic)
  2. Puppet
    1. Puppet (Truest Love - No Mechanic)
    2. Mind Control (Truest Love - No Mechanic)
Staff
  1. Clairvoyance
    1. Clairvoyance (The Mind’s Journey - No mechanic)
    2. World Scry (The Mind’s Journey - No mechanic)
  2. Shape Change
    1. Shape Change - (Arcane mastery no mechanic)
    2. Greater Shape Change - (Arcane mastery no mechanic)
Cloak
  1. Fear
    1. Fear - (Arcane mastery no mechanic)
    2. Greater Fear - (Arcane mastery no mechanic)
  2. Invisibility
    1. Invisibility - (Arcane mastery no mechanic)
    2. True Invisibility - (Arcane mastery no mechanic)
Spell List
  1. Bolt (ab)
    1. Bolt
      1. 1x Bolt - Fireball
      2. 2x Bolt - Cold Fatigue
      3. 3x Bolt - Acid - item destruction
      4. 3d6 Bolt - Necromancy Fear
    2. Onslaught
      1. 1x MD Bolt - Fireball
      2. 2x MD Bolt - Cold Fatigue
      3. 3x MD Bolt - Acid - item destruction
      4. 4x MD Bolt - Necromancy - Fear
      5. 6d6 MD Bolt - Sunlight
  2. Detect/conceal arcana (AB)
    1. Detect Arcana - (Arcane mastery no mechanic)
    2. Exalted Detect Arcana - (Arcane mastery no mechanic)
    3. Conceal Arcana - (Arcane mastery no mechanic)
    4. Exalted Conceal Arcana - (Arcane mastery no mechanic)
  3. Disguise (HJ)
    1. Disguise - (They see what I want them to see)
    2. Mass Disguise - (They see what I want them to see)
  4. Elemental Manipulation (HJ)
    1. Elemental Manipulation - (Cantrips)
    2. One With Elements - (Cantrip Master)
  5. Succor (HJ)
    1. Succor - (Arcane Envigeration)
    2. Mass Succor - (Arcane Channel)
  6. Telepathy (HJ)
    1. Telepathy - (Mind Walking)
    2. Exalted Telepathy - (Psychic Relay)
  7. light/obscure (HJ)
    1. Light - (Globe of Daylight)
    2. Permanent Light (Globe of Daylight)
    3. Obscure - (Arcane Illusions)
    4. Greater Obscure (Sandstorm)
  8. Slumber (AB)
    1. Slumber - (Mind Trap)
    2. Greater Slumber - (Internal Limbo)
  9. Dispel (AB)
    1. Dispel (Spell Breaker)
    2. Exalted Dispel - (Arcane Discord)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thomas - MARS Master of Magic (Ready, but needs spells)

Post by Ndreare »

Contacts

Traveling Trader: Elizabeth Urzenski (human female, Thom)
  • Liz and Thom have been good friends and casual lovers for quite some time. As a traveling merchant, she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.
    Appearance: Liz is an attractive-looking woman of average build and height, close to 5' 6", with dark brown hair and eyes. While her name is Polish, Liz is obviously of North African descent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
    Personality: Creative
    Skills: High (primary skills d10, secondary d8)
    Availability: Great (anything but a club)
    Information: Fair (hearts, diamonds, jokers)
    Loyalty: Good (will go to great lengths short of torture or death)

+1 Supplies resource added to personal amounts (comfort living).
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thomas - MARS Master of Magic

Post by Ndreare »

20 MARS
5 Site Rule = 25
+6 XP viewtopic.php?f=145&t=2729 = 31
+6 XP viewtopic.php?t=3078 = 37
+1 XP viewtopic.php?f=146&t=3361 (Total = 38, but I had 38. So maybe I messed up earlier and my real total should be 38 and not 39?)
+5 XP viewtopic.php?f=145&t=3434 = 43
+4 XP viewtopic.php?f=145&t=3661 = 47
+1 XP viewtopic.php?f=146&t=3521&p=54885#p54885 = 48
+4 XP viewtopic.php?f=145&t=4345 = 52
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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