Johnny Jones: Psi-Operator

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Johnny Jones
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Johnny Jones: Psi-Operator

Post by Johnny Jones »

HJ Psionics: [dice]0[/dice]
HJ Psionics: [dice]1[/dice]
HJ Underworld & Black Ops: [dice]2[/dice]

Fortune & Glory
1: [dice]3[/dice]
2: [dice]4[/dice]
3: [dice]5[/dice]

Narrative Hook: [dice]6[/dice]

Credits: 7

Edit: Trading in HJ Psionics roll (7) and HJ Psionics (12) for HJ Psionics (5)
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
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Johnny Jones
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Re: Johnny Jones

Post by Johnny Jones »

Character Sheet

Player Name: Jason
Google Handle: Thorno78@gmail.com
Johnny Jones
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: Psi-operator
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5; Strain: 0
Skills:
  • Psionics (sm) d12 (2 free, 4)
  • Repair (sm) d10+2 (3 free, 1)
  • Driving (a) d4 (1)
  • Investigation (sm) d8 (2 free, 1)
  • Knowledge (computers) (sm) d6 (2 free)
  • Knowledge (electronics) (sm) d6 (2 free)
  • Lockpicking (a) d6+2 (2 free)
  • Notice (sm) d8 (3)
  • Piloting (a) d4 (1)
  • Stealth (a) d6+2 (1 free, 1)
  • Streetwise (sm) d8 (3)

Hindrances
  • Overconfident (Major): Johnny believes he can repair anything and no one is better. He never backs down from a challenge.
  • Wanted (Minor): Allegedly involved in Black Market arms dealing, Johnny is wanted by the Coalition.
  • Stubborn (Minor): Johnny always wants his way and never admits he’s wrong, even if he’s made a mistake.

Edges
  • Mr. Fix it: +2 to Repair rolls. With a raise, halves the time to fix something.
  • Gadgeteer: Once per game session, can create a “jury rigged” device from spare parts.
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Charismatic: +2 to Charisma
  • I Know A Guy: Once per session, use Connections Edge with any person or group.
  • Rapid Recharge: Regain 1 Power Point every 30 minutes.
  • Improved Rapid Recharge: Regain 1 Power Point every 15 minutes.
  • McGyver: Improvise something when the need for a tool arises.
  • Major Psionics: Double base ISP. Spend 2/4 ISP when rolling Psionics to gain +1/+2. Spend 1 ISP to double the Range, or 2 ISP to multiply the base range ×10.
  • Master Psionics: Gain Mega Powers for all powers known.
  • Telemechanics: +4 to all checks involving computers, electronics and investigation.
  • Thief: +2 to Climbing, Lockpick, Stealth. Also Notice or Repair rolls that relate to traps.
Last edited by Johnny Jones on Tue Oct 09, 2018 12:24 pm, edited 5 times in total.
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
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Johnny Jones
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Re: Johnny Jones

Post by Johnny Jones »

Powers
Arcane Background: Psionics
ISP: 30 - Recovery: 1/15 minutes

Telepathy (2 ISP) [Novice]
  • Range: 1 Mile
  • Duration: 3 (1/round)
  • Trapping:
  • Effect: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a -4 penalty. Once telepathic contact is established, it may be maintained up to one mile away Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.

Exalted Telepathy (4 ISP) [Power Rank]
  • Range: Special
  • Duration: 3 (1/round)
  • Trapping:
  • Effect: This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at -2, while other rolls are at -4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a -2 penalty on any other Trait rolls while she maintains it.

Telekinesis (5 ISP) [Seasoned]
  • Range: Smarts
  • Duration: 3 (1/round)
  • Trapping:
  • Effect: Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round..
  • Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.

Exalted Telekinesis (10 ISP) [Seasoned]
  • Range: Smarts x2
  • Duration: 3 (1/round)
  • Trapping:
  • Effect: Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.

Intangibility (5 ISP) [Heroic]
  • Range: Touch
  • Duration: 3 (2/round)
  • Trapping:
  • Effect: With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.

Astral Form (10 ISP) [Heroic]
  • Range: Self
  • Duration: 1 minute (1/minute)
  • Trapping:
  • Effect: The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
Last edited by Johnny Jones on Fri Jun 29, 2018 5:22 pm, edited 1 time in total.
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
User avatar
Johnny Jones
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Re: Johnny Jones

Post by Johnny Jones »

Background
Johnny always had a knack for fixin things, after all he was the best damned ratchetman on the planet or so he thought. Not surprisingly, Johnny worked at the local repair shop where eventually he got bored of the mundane everyday tinkering. So to make life interesting, he decided to work with his cousin Maxxx, who was an alleged black market arms dealer. He learned alot of new skills working with Maxxx. It was a perfect match, Maxxx acquired and sold the goods and Johnny fixed and modified them. It was going great for years until that infamous day when they were raided by the Coalition and Maxxx ending up paying the ultimate price. Barely escaping and not wanting the same fate as Maxx, he skipped town never to return.

After weeks on the lam he meet a fellow traveler named Tim Gates. After finding out they shared a similar experience with the Coalition, they decided traveling together would be safer. Traveling town to town for months with a couple of close calls and with no plan and nowhere really to go, they both decided it would be best to join the legion.
Last edited by Johnny Jones on Thu Jun 28, 2018 11:57 pm, edited 1 time in total.
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
User avatar
Johnny Jones
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Posts: 31
Joined: Wed Jun 27, 2018 1:50 am

Re: Johnny Jones

Post by Johnny Jones »

Gear
ED-5 “Plastic-Man” Light Security Armor
  • +4 Armor, no Strength Minimum
  • Full Environment Protection
  • Weight 13 lb
  • Cost: 18,000 credits

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

Armor Piercing Grenade (1)
  • Range: 5/10/20
  • Damage: 3d8
  • RoF: 1
  • AP: 8
  • Weight: 0.25
  • Cost: 700 credits

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.
  • 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.
  • Weight: 30 lb
  • Cost: 3,000 credits

Computer, Field (+2): A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research.
  • Weight 2 lb
  • Cost: 5,000 credits for Grade II.

Repair Kit
A general purpose repair kit with tools for making all manner of repairs.
  • Weight: 5
  • Cost: 200

Tool Kit
A general purpose tool kit useful for all manner of crafting.
  • Weight: 5
  • Cost: 200

Kingsdale Net Chip


White Noise Generator


Credits: 300
Last edited by Johnny Jones on Sun Aug 12, 2018 5:03 am, edited 7 times in total.
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
User avatar
Johnny Jones
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Posts: 31
Joined: Wed Jun 27, 2018 1:50 am

Re: Johnny Jones

Post by Johnny Jones »

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

M.A.R.S. Framework
  • MARS Package: Psi-Operator
  • 3 Rolls on Hero’s Journey Tables
  • +20 XP
  • 3 Rolls on MARS Fortune & Glory

M.A.R.S. Package: PSI-OPERATOR
  • Begin with Psionics d6, 10 ISP, and Arcane Background (Psionics).
  • Select three powers from the Mind Melter’s list.
  • Begin with Repair d8 and the Mr. Fix It Edge (substituting Psionics for Weird Science).
  • Begin with Gadgeteer Edge (substituting Psionics for Weird Science). Gadgets use ISP.
  • Begin with the Mind Melter’s starting gear.

Hero’s Journey
  • Psionics (5): +10 Base ISP.
  • Underworld & Black Ops (12): Your character is gifted at larceny, possessing the Thief Edge. Gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth.

M.A.R.S. Fortune & Glory
  • (10): Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges
  • (8): Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge
  • (5): Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.

Advances
  • Initial Advances: (From Hindrances): Rapid Recharge, Improved Rapid Recharge
  • Free Edge (Human): Major Psionics Edge
  • Novice 1 Advance: Agility increase d6
  • Novice 2 Advance: Spirit increase d12
  • Novice 3 Advance: McGyver Edge
  • Seasoned 1 Advance: Master Psionics Edge
  • Seasoned 2 Advance: Telemechanics Edge
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
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