Everett Jackson, Titan Juicer (SWADE)

When all else fails, they’ll have to fight dirty to get the job done!
GM: Snake Eyes
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Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Sat Jan 04, 2020 5:08 pm

Character Sheet

Player Name: Derrick S
Google Handle: dsmith8807
Everett Jackson
Rank: Seasoned Advances Gained: 4 Advances Unspent: 4
Race: Human
Iconic Framework: Juicer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+6, Vigor d12
Pace: 10(d8); Parry: 7; Toughness: 24(9); Strain: 0/6; Burn: 6/8
Skills:
  • *Athletics d8
  • Battle d6
  • *Common Knowledge d4
  • Fighting d10
  • Intimidation d6
  • *Notice d6
  • *Persuasion d4
  • Shooting d8
  • *Stealth d4

Hindrances
  • Blast from the Past (Clueless/Major): Everett is a throwback to the pre-Rifts era and is not aware of present day knowledge. -1 to Common Knowledge and Notice rolls.
  • Debt of Gratitude (Vow/Minor): Someone out there woke Everett up from the deep freeze, and he's grateful for it. If that person should need a favor, and Everett were to refuse, it could gain him an Enemy.
  • Soulpact (Vow/Major): Upon taking up Balitrox, Everett swore to serve its purpose. Balitrox requires Everett to hunt down and slay any who would use arcane powers for evil.

Edges
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
    Berserk
    • Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes.
      Going Berserk has the following effects:
      • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
      • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
      • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
      After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brawny: Your bruiser is very large or very fit. Her Toughness increases by +1 and she treats her Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66).
  • Burn Brighter: Every drop of life is precious to a Juicer. She never wants to see it wasted. With this Edge, any time a Burn Die rolls a 1 the player still spends her Burn, but adds 6 to the Trait roll!
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Fleet-Footed: The hero’s Pace is increased by +2 and his running die increases one step (from d6 to d8, for example).
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Supernatural Strength (3): The character’s Strength increases by one die type, up to her Race or Framework’s Trait maximum. This stacks with the regularly allowed once-per-Rank Attribute increase and may be taken more than once.
  • Titan Treatment: Titan Juicers are the result of experiments to push the human form to its maximum size. The Titan gains +2 Strength die types and +1 Vigor die type (for a total of +4 and +3 each), and his Size increases by +2—the end result gives them a total of +3 Toughness between the Vigor and Size boosts. This all comes at a cost, though.
    The Titan Juicer’s Super Speed ability is reduced to just Pace 8 running d8, with no Jumping bonus. Additionally, the Titan has his Burn reduced by one, as the transformation ravages his body. Lastly, the Titan Juicer gains the Big Negative Racial Ability. He probably needs to get a new wardrobe, too!
  • Trademark Weapon: The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his Athletics (throwing), Fighting, or Shooting rolls, and +1 to Parry when readied (even if it’s a ranged weapon).
    A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
Last edited by Everett Jackson on Sat Jan 25, 2020 9:11 pm, edited 1 time in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
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Balitrox speaking into Everett's mind.

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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Sat Jan 04, 2020 5:12 pm

Background

Everett Jackson was a throwback from the pre-Rifts era and was grown artificially with bleeding edge genetic engineering. He was under suspended animation in a crypod within a sealed pre-Rifts government facility. He was supposed to wake up and defend the facility should it be breached.

The alarm, automated defenses and most life support failed with the coming of the rifts. Over time, the cryopods were deactivated as the power failed. When Everett was awoken, there was an axe propped up against the pod across from his.

Attached to it was a note reading, "I've activated the process to wake your ass up. Otherwise, you would have ended up like your skeletal buddies in the other pods. Magic is real, and this thing is a pain in my ass. You will need it more than I will. Be warned, it's personality is overbearing.

My team looted most everything here, but I convinced them to leave your locker intact. We don't have time to wait on your ass to wake up and recover, so make your way to Castle Refuge if you want to have a fighting chance in the new world. You owe me one, asshole.

- A Good Ass Samaritan.

P.S. If it looks like it can kill you, it probably would. If it doesn't, that doesn't meant it wouldn't try."

Everett looked around, and sure enough the other pods were deactivated with skeletal remains inside. He grabbed the axe which immediately spoke to him, "Meatbag. I will have the blood of those who would use arcane forces. Serve me or cast me away. What is your answer?"

Not the brightest guy, and a little freaked out that magic really did exist, Everett agreed to the proposition. He walked to the unopened locker with the name 'Everett Jackson' on it and snagged his gear: <Needs to be Updated>

Armed to the teeth, Everett made his way out of the facility and onto the frigid peak of one of the Ozarks. From there, he made his way to Castle Refuge. It took him some time on foot and cost some blood, but he survived the journey. Upon arrival, he signed up no questions asked. He was a soldier with a debt, after all.

Upon seeing his abilities and the unique disposition of Balitrox, the Reaver of Essence, the Tomorrow Legion assigned him to the 12th AAT.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
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Balitrox speaking into Everett's mind.

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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Sat Jan 04, 2020 5:15 pm

Gear (0/25000)

Balitrox, the Reaver of Essence
Balitrox was once a man dedicated to his path. His duty was to track down users of magic that strayed from the path of righteousness and slay those who could not be redeemed. He carried out his duty with great abandon, however; once he received orders he carried them out with no regard to whether they were right or wrong.
As the years passed, his abilities grew and his hunger for the blood of mages became insatiable. Balitrox began to kill mages indiscriminately. He was too powerful to be slain, so a cabbal of mages set forth a plan to contain him. His soul was stripped from his body and embedded into a great axe.
Balitrox, the Reaver of Essence now carries the sentience of the once-man Balitrox. In the presence of Magic, it glows with a red luminescence, but Balitrox's captors "cursed" him to only be able to slay those who would use magic for evil. If not regularly bathed in the blood of wielders of arcane power who harbor evil intent, Balitrox becomes dormant and is only as useful as the Great Axe his soul is contained within.
Balitrox-ConvertImage.png
Balitrox-ConvertImage.png (28.04 KiB) Viewed 271 times
  • Str+2d10 Mega Damage, AP 4
  • Malice: When in the presence of those who would use arcane forces for evil deeds, misty tendrils of glowing red luminescence coat its blade. They constantly writhe with fury and anticipation.
  • Ravenous Abandon: Per the Berserk Edge, you can flip the switch and give partial control over your actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power.
  • Denial: Balitrox Denies any magic it comes into contact with. This is the Dispel Power limited to the Range of Touch. It is activated via Fighting and costs 1 PPE per Denial. Denial is treated as Magic for the purposes of cross-AB Dispelling.
  • PPE: 5/5
  • Notes: -1 Parry, 2 Hands
  • Weight: 7
  • Cost: 190400
NG-56 Light Ion Pistol
Image
  • • Range: 10/20/40
    • Dmg: 1-3d8, AP: 0
    • ROF: 1
    • Shots: 12/12
    • Weight: 2 lbs. (Min Str: d4)
    • Notes: Wide Spread.
    • Rarity: +0 Cost: 5,000
CR-1 Rocket Launcher
Image
  • • Range: 100/200/400
    • Dmg: 5d6, AP: 8
    • ROF: 1
    • Shots: 0/1
    • Weight: 14 lbs. (Min Str: d6)
    • Notes: Dumb Fire, Hyperkinetic, Lock Stock, MD, Warheads, Mini-Missile, Snapfire, SBT, Reload 2. Six missiles can be carried in a hip pack.
    • Rarity: -1 Cost: 18,000
Mini Rail Gun
Image USMJ TITAN S2 (Titan Plate Heavy Armor)
The Triax Industries Tactical Armor Nanomesh (TITAN) Series 2 was designed specifically with Juicers in mind. It has several different stock modules, each compatible with a different juicer type. Everett's TITAN S2 is cutting edge Golden Era armor. It has enhanced defensive plating and integrated targetting systems.
Image
  • • Armor: +9 Toughness: +4
    • Weight: 80 lbs (Min Str: d12+1)
    • Notes: MDC Armor; Wearer must be Size 1 to Size 3; Multi-Optic Helmet
    • Rarity: -3; Cost: 280,500
Cheetah Skin Moccasins
Found in Mondain's lair, these moccasins are made from authentic cheetah skin. They are imbued with the essence of a cheetah, increasing the wearer's speed. The moccasins also impart the cheetah's ability to make high-speed take-downs onto the wearer.
Image
  • Pace: +2
  • Edges: Charge, Overrun
  • Weight: ?
  • Cost: ?
NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: NG-56 Light Ion Pistol
• Attachment: Short e-clip (12/12 Shots; $1500 to recharge)
• Attachment: Short e-clip (12/12 Shots; $1500 to recharge)
• Attachment: Mini Railgun Canister (30/30 Shots; $1500 to replenish)
• Attachment: Mini Railgun Canister (17/30 Shots; $1500 to replenish)
• Attachment: Mini-Missile (HE Warhead; $1000)
• Attachment: Mini-Missile (HE Warhead; $1000)
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Credits: 7490

Contacts
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Sat Jan 04, 2020 5:16 pm

Advances
Please list all Edges and Advances taken for your character here

Attributes (5/5)
Agility d8 (d8 Juicer)
Smarts d6 (1)
Spirit d6 (1)
Strength d12+6 (d8 Juicer + d12 Titan Treatment + Supernatural Strength 3 + 3)
Vigor d12 (d8 Juicer + d10 Titan Treatment + N3)

Skills (15/15):
  • *Athletics d8 (Ag/St; Core + 2)
  • Battle d6 (Sm; 2)
  • *Common Knowledge d4 (Sm; Core)
  • Fighting d10 (Ag; 5)
  • Intimidation d6 (Sp; 2)
  • *Notice d6 (Sm; Core + 1)
  • *Persuasion d4 (Sp; Core)
  • Shooting d8 (Ag; 3)
  • *Stealth d4 (Ag; Core)
Titan Juicer
  • Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of every single Agility, Strength, or Vigor-based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled after a Trait roll. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point.
    The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result).
    Last Call: Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out—with the Juicer inevitably entering Last Call as his body finally succumbs to the stresses placed on it by the bio-comp system.
    The lower a Juicer’s Burn Rating the closer he is to death, and paradoxically the more dangerous he becomes. When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it's a d10, and at a Burn Rating of one it's a d12. Since a result of one on the Burn Die is required to lower his Burn Rating, a Juicer in Last Call has a chance to perform superhuman feats…and eventually bring his story arc to a fittingly triumphant close.
    Burning Out: The minor tremors, the hot skin, the strange glow just at the edge of vision…the last days are upon this Juicer. A Juicer reduced to a Burn Rating of zero dies by the end of the current adventure, and will probably want to go out in a Blaze of Glory (see Setting Rules on page 115).
  • Internal Repair System: The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
  • Size +2: Gain +2 to size (and the resulting +2 to Toughness).
  • Super Endurance: Titan Juicers begin with +3 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
  • Super Speed: Titan Juicers cover enormous ground quickly. They have the Fleet-Footed Edge (meaning they have Pace of 8 with a d8 running die).
  • Super Strength: Titan Juicers begin with +4 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • Big: The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
  • Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
  • Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
Hero’s Journey
  • Training (15-16): Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Frenzy)
  • Training (15-16): Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Trademark Weapon)
Advances
  • Initial Advances: (From Hindrances): Supernatural Strength
  • Initial Advances: (From Hindrances): Titan Treatment
  • Free Edge (Human): Supernatural Strength
  • Novice 1 Advance: Burn Brighter
  • Novice 2 Advance: Supernatural Strength
  • Novice 3 Advance: Vigor d12
  • ***Seasoned 1 Advance: Split the Seconds***
  • Seasoned 2 Advance: Improved Trademark Weapon
  • Seasoned 3 Advance: Smarts d8
  • Seasoned 4 Advance: Level Headed
  • Veteran 1 Advance: Improved Level Headed
  • Veteran 2 Advance: Improved 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:
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.

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Snake Eyes
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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Snake Eyes » Sun Jan 05, 2020 11:11 pm

Looks pretty good. Swap the sidekick, gear and hindrances, and you're all set. Welcome back!
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/8
Wild Card Bennies:
Cynara: 2/2
Nevris: 3/2
Yergus: 3/2
Nylathria: 3/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Everett Jackson
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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Mon Jan 06, 2020 6:55 pm

I lost (rather, I decided not to chunk 2 burn at) my extra set of arms, so having so many duplicate weapons isn't ideal. Also, being unarmored without a fully plated and maximally reinforced body is less than ideal.

Some gear suggestions:
Balitrox, the Reaver of Essence (SWD): Converted to SWADE and retained.
Chain Greatsword (SWD - Sold): +18500 Credits
NG-56 Light Ion Pistol (SWD): Converted to SWADE and retained.
Portable Rocket Launcher (SWD): Converted to CR-1 Rocket Launcher? (SWADE) and retained.
TX-50 Light Rail Gun (SWD - Sold): +50000 Credits
Mini Rail Gun (SWD): Converted to Mini Rail Gun (SWADE) and retained.
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item): Undecided. This item has not been updated to SWADE, and none of the Bronze-Tier SWADE Patron Items seem appropriate for Everett.
Cheetah Skin Moccasins (SWD): Converted to SWADE at Veteran Level (below) and retaned.
CAF Elite Corps Load-Bearing Chest Rig (Patron Item): Converted to SWADE and retained.
Harness Attachments & Ammunitions (SWD): Converted to SWADE and maintined.
LZ-3190 Survivalist Dataport (SWD - Sold): +216000 Credits

Total Credits gained: 284500
Credits on hand: 3490

Cheetah Skin Moccasins
SWD: +2 Pace, Fleet Footed (Veteran)
SWADE Conversion Suggestion (Minors: +1 Pace, +1 Pace/Majors: Charge, Overrun):
(Titan Everett gains Fleet Footed through Juicer)

Cheetah Skin Moccasins
Found in Mondain's lair, these moccasins are made from authentic cheetah skin. They are imbued with the essence of a cheetah, increasing the wearer's speed. The moccasins also impart the cheetah's ability to make high-speed take-downs onto the wearer.
Image
  • Pace: +2
  • Edges: Charge, Overrun
  • Weight: ?
  • Cost: ?

I would like to trade my Chain Sword, TX-50, and ST Data Port in for some "pre-rifts" titan armor for Everett. There's actually Titan Juicer armor so I picked that, but I could do the same with a different body armor.

Golden Age Titan Juicer Body Armor (Name in the works)
Base Item: Titan Plate Heavy Armor (+7 MDC Armor, +3 Toughness, d12+1 Str, 85k)
HJ 1: +1 Toughness (85k)
Hj 2: +2 Armor (85k)
Integrated MOS (25.5k)
Edit: This would bring me to 24(9) which is pretty close to Cyber Everett's 25(12).

Cost: 280.5k
284500 - 280500 = 4000 + 3490 on hand = 7490 Credits remaining.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.

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Everett Jackson
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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Mon Jan 06, 2020 7:28 pm

Having dropped Freshly Juiced, I also need to figure out my second HJ. If the above armor suggestions are approved, and after I figure out that last HJ, Everett will be finished.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.

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Everett Jackson
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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Tue Jan 07, 2020 5:13 pm

While waiting on the GM (@Snake Eyes) to approve my gear, I made some last minute tweaks. Titan Everett is now...beefy.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.

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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Snake Eyes » Wed Jan 08, 2020 8:57 pm

Approved. Moving. The Manpack you can replace once it's converted to SWADE.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/8
Wild Card Bennies:
Cynara: 2/2
Nevris: 3/2
Yergus: 3/2
Nylathria: 3/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Everett Jackson » Sun Feb 23, 2020 8:58 pm

@Snake Eyes any lingering issues with Everett or Balitrox? If not, Ill delete all the posts past my Advancement post.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 0/3; Internal Repair System: 2/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.

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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Snake Eyes » Mon Feb 24, 2020 9:15 am

Everett Jackson wrote:
Sun Feb 23, 2020 8:58 pm
@Snake Eyes any lingering issues with Everett or Balitrox? If not, Ill delete all the posts past my Advancement post.
Nope. Good to go.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/8
Wild Card Bennies:
Cynara: 2/2
Nevris: 3/2
Yergus: 3/2
Nylathria: 3/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Re: Everett Jackson, Titan Juicer (SWADE)

Post by Ndreare » Mon Feb 24, 2020 9:17 am

Snake Eyes wrote:
Mon Feb 24, 2020 9:15 am
Everett Jackson wrote:
Sun Feb 23, 2020 8:58 pm
@Snake Eyes any lingering issues with Everett or Balitrox? If not, Ill delete all the posts past my Advancement post.
Nope. Good to go.
Seems premature. I kind of feel like you will be able to just archive this whole character soon.
My Eyes!
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Last edited by Venatus Vinco on Tue Feb 25, 2020 6:16 pm, edited 1 time in total.
Reason: It hurt my eyes
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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