Tsume

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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Tsume
Posts: 69
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Tsume (ready for review)

Post by Tsume »

Tsume is a Mysterious Origin Ares Hero. She was just a normal mutant minding her own business when one day, a mysterious girl showed up and started talking to her. After asking her a series of questions, her life was changed forever.

race
race: nekomimi
Racial Abilties
  • [2] Agile: Nekomimi have feline grace and start with a d6 in agility instead of a d4.
  • [1] Cat Ears (Keen Sense): Due to their cat like ears, their hearing is enhanced granting a +2 to notice checks invoking sound.
  • [1] Cat Eyes (Low Light Vision): Their cat like eyes let them see with less light. They ignore penalties for bad lighting in all but pitch darkness.
  • [3] Hyper Cat-like Reflexes: Due to enhanced reflexes, they are able to anticipate an opponent's moves, their natural parry is increased by +3.
  • [-2] Major Hinderance Allergy(Leylines): Most folks know that major manufactures of catnip have their plants near or on the ancient worlds places of power. How else can you explain the supernatural behavior cats exhibit when close to it? In Rifts Earth where catnip is probably rare, the substance that was crucial in its creation is rather common: Leylines! Allergy Major Leyline near is defined as 2”. Leyline storms produce a level of fatigue that does not stack if you have an AB.
  • [-1] Racial Enemy(Dogs): -4 charisma when dealing with Dogboys or dogs in general.
  • [-2] Distinctive D-Bee: -4 charisma when dealing with the coalition
Rolls
Fated By Chance

Select Origin: Mysterious Origin
Mysterious Origins Abilities:
Choose two Background Edges or Attribute Advances
Also choose two major Hindrances (this option only available with GM involvement in the process)


P&G #1 [dice:2jwahkp3]44185:0[/dice:2jwahkp3]
P&G #2 [dice:2jwahkp3]44185:1[/dice:2jwahkp3]

H&J #1: Training Table [dice:2jwahkp3]44185:2[/dice:2jwahkp3]
H&J #2: Training Table [dice:2jwahkp3]44185:3[/dice:2jwahkp3]
H&J #3: Training Table [dice:2jwahkp3]44185:4[/dice:2jwahkp3]
H&J #4: Training Table [dice:2jwahkp3]44185:5[/dice:2jwahkp3]

d6 in any relevant knowledge or technical skill of your choice
Black Ops HJ Table: [dice:2jwahkp3]44185:6[/dice:2jwahkp3]
Pender's Legendary Roll: The legendary jouney Table [dice:2jwahkp3]44185:7[/dice:2jwahkp3]

random #1 [dice:2jwahkp3]44185:9[/dice:2jwahkp3]
random #2 [dice:2jwahkp3]44185:10[/dice:2jwahkp3]
credits [dice:2jwahkp3]44185:8[/dice:2jwahkp3]
Last edited by Tsume on Sat Oct 20, 2018 2:04 pm, edited 14 times in total.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Tsume - Ares Hero

Post by Tsume »

Character Sheet

Player Name: Michael
Google Handle: firesped18215@gmail.com
Character Name: Tsume
Original Name: Satsume Date
Rank: Novice Experience: 20 Advances Left: 1
Race: nekomimi (mutant)
Iconic Framework: ARES
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6; Parry: 13 ; Toughness: 8(12 bio/metal/fire/light) ; Strain: 0

Skills:
  • Faith(Spirit): d8
  • Fighting(Agility): d12
  • Healing(Smarts): d4
  • Intimidation(Spirit): d4
  • Knowledge: Arcana(Smarts): d6
  • Knowledge: Language(Smarts):
    • American (Native): d8
    • Cat Tongue: d4
  • Notice(Smarts): d4
  • Persuasion(Spirit): d6
  • Shooting(Agility): d6
  • Stealth(Agility): d6
  • Streetwise(Smarts): d8
  • Survival(Smarts): d8
  • Throwing(Agility): d6
Hindrances
  • Racial
    • Allergy(Leylines)(Major): Most folks know that major manufactures of catnip have their plants near or on the ancient worlds places of power. How else can you explain the supernatural behavior cats exhibit when close to it? In Rifts Earth where catnip is probably rare, the substance that was crucial in its creation is rather common: Leylines! Allergy Major Leyline near is defined as 2”. Leyline storms produce a level of fatigue that does not stack if you have an AB. They suffer −4 to all Trait rolls while near a leyline, rift or Leyline storm. This is due to a drug induced like state that the character fall under while being that close to them.
    • Racial Enemy (Dogs): -4 Charisma when dealing with dogboys or any dogs in general.
    • Distinctive D-Bee: Their cat ears and tail are near impossible to hide. -4 to charsima when dealing with anyone associated with the Coalition.
  • Iconic Framework
    • Wanted (Major): Tsume was part of a highly classified research project and also the daughter of highly ranked Coalition Citizens. The Coalition has a specialized team seeking to capture her. Note that this research project has nothing to do with the powers she gained from this framework.
    • Heroic (Major): This noble soul never says no to a person in need. She doesn't have to be happy about it, but she always come to the rescue of those she feels can't help themselves. She's the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
    • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Cybernetics: Such technology creates havoc for the flow of energy an arcane background user relies upon, imposing −1 to the specific arcane skill for each point of Strain. Those without Arcane Backgrounds may ignore this complication.
  • Personal
    • Alternate Personality(Bloodthirsty) (Major) : She has an alternate personality called Three. Three is emotionless assassin, programmed into Tsume via the same process that made her as she is today. She is a ruthless killer who never takes prisoners unless under the direct supervision of a superior. Three however is not an enemy of Tsume. They both know about each others existence and try to work towards the same goals. When Three is in control, Tsume finds herself in the backseat, watich events unfold. Tsume and Three suffer a -4 to charisma if Three's tendencies are known. Notes: GM may temp player to go Three mode with a benny from time to time or player may earn a benny by going Three mode at an inopportune time.
    • Loyal (Minor): Your Character may not be a hero, but she'd give her life for her friends. This character can never leave a man behind if there's a chance at all she could help.
    • Mutant (Minor): As a mutant, she is an outsider to most society. Locals are likely to raise prices on the mutant, ignore pleas for help and generally treat her as the lower class of citizens mutants are outside their own kind. In addition to the roleplaying effects above, your hero's Charisma suffers a -2 modifier among all but mutant society.
    • Cat Speak(no bonus): Try to use nyaccent in dialog. Note this site. https://www.deviantart.com/goodkittynya ... -402836932
Edges
  • Agile: Agility starts as d6
  • Cat Ears (Keen Sense Hearing): +2 to notice checks involving sound.
  • Cat Eyes (Low Light Vision): Ignore penalties for bad lighting in all but pitch darkness.
  • Cat-Like Reflexes: natural parry +3
  • Iconic Agility: Agility attribute is plus one die type.
  • Arcane Background: Miracles: PPE: 10, Powers: 2; uses Faith Skill.
    • Healing
      • Rank: Novice
      • Power Points: 3
      • Range: Touch
      • Duration: Instant
      • Healing repairs recent bodily damage. It must be used within the "Golden Hour." though, for it has no effect on wound more than one hour old.
      • For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering herself.)
      • For Extras, the GM must first determine if the ally is dead. If so, no healing may be attempted. If not, a success faith skill roll returns the ally to the game Shaken.
      • Healing can also cure poison and disease if used within 10 minutes of the event.
    • Succor
      • Rank: Novice
      • Power Point: 1
      • Range: Touch
      • Duration: Instant
      • Succor removes one Fatigue level, two with a raise. It can also remove a character's Shaken status.
      • Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
  • Holy Warrior: She is tasked with destroying evil by her Guardian Cat Spirits. She can call upon their holy power to repulse supernaturally evil creatures, such as undead, demons, and the like. It also works on evil characters with Arcane Background (Miracles) edge. Repulsing evil costs 1 PPE and has a range of the character's Spirit. Targeted creatures within range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.
  • Block: Warrior who engages in frequent hand to hand combat are far more skilled in personal defense than most others. They've learned not only how to attack, but how to block their opponent's blows as well. A Fighter with this Edge adds +1 to her parry.
  • Dirty Fighter: Some fight with honor, Some fight to win. This Edge is most likely known by thugs, mercenaries and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
  • Up-close and Ugly (HJ bonus): +1 to parry
  • Mighty Blow: The character doubles her total damage when making a successful Fighting attack this round as an additional effect of being dealt a Joker.
  • Invulnerable Resistance and Regeneration (P&G power): You receive a +4 bonus to resist four negative environmental/damage effects. This also counts as Armor against attacks based on that element. For your chosen elements, you can only be Shaken by these effects. Further, you can only be wounded by mega damage arcane background powers. Also gain +2 Toughness.
    • Biological
    • Metal
    • Fire/Heat
    • Light (including daylight and lasers)
  • Fast Healer: Some individuals just seem to healer faster than others. Those with this blessing add +2 to Vigor rolls when checking for natural healing.
  • Slow Regeneration: This character regenerates quickly, It may make a natural Healing roll once per day.
  • Forgery Expert: +2 to Common Knowledge check for making fakes of necessary papers, badges, and the like.
  • Cursed with Awesome:Fate most of the time makes sure you come through in a big way. You can reroll a 1 on the wild die( unless it is a crit fail). Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll.
  • Heroic Journey (More Base Power): +5 PPE to base.
  • Elan: When this spirited hero puts her heart into something it tends to pay off in big ways. When spending a benny on a trait roll (including soak rolls), add +2 to the final total.
Last edited by Tsume on Fri Oct 18, 2019 12:14 pm, edited 29 times in total.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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User avatar
Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Tsume - Ares Hero

Post by Tsume »

Background (post background as a reply to character sheet)
Somewhere in a super secret experimental Coalition city setup to study pre-rifts culture that led to the demise of the world....

Tsume was just a normal girl, living a normal boring life, in a normal boring city. She was a slim girl five foot six in height, around the age of 17. She has very long red hair, that she wearings in a pony tail that falls to the small of her back. Her eyes are light blue.

One day, while minding her own business, a mysterious girl showed up dressed in an outfit that looked like it was out of a comic book. She was also wearing a hood. The girl spotted Tsume and looked her over, as if she was appraising her. Then she came over and started talking to Tsume. They talked for a long time as the girl asked Tsume a lot of questions about herself. Finally the girl asked Tsume if she wanted to end her boring life. Tsume hesitated at first but eventually said she would like to have some more excitement in her life.

The girl tapped something next to her ear and said two words. "She ready." Tsume suddenly found that the girl was not standing in front of her. She started looking around as she suddenly started to blacked out. The girl had knocked her out from behind. The girl lowered her to the ground as her hood fell back, revealing she had cat ears. She took out a strange injection device and put it up to Tsume neck. She said, "Welcome sister." as she pulled the trigger on the device. She then disappeared leaving Tsume behind.

Tsume's friends found her laying on the street corner where she had been left. They called her parents who then contacted 911. Tsume was taken to the hospital. She woke up in the hospital and they didn't find anything wrong with her so she was sent home. She started having cravings for milk for an odd reason. She went to the fridge and found a gallon of it. She started drinking it right out of the bottle. Afterwards, she went and took a nap. She dreamed about cats.

The next morning when she woke up. she had started to change. Her eyes had changed, looking like a cats with a slit down the center. As the days and nights went by she started to have further changes, eventually becoming a nekomimi or cat eared girl. Her ears shifted to the top of her head becoming cat-like and she grew a tail covered in fur the same red color as the hair on her head. She continued to have dreams about cats or rather cat spirits.

After she changed, she started having fights with her parents. They were not happy with having a mutant for a daughter and they kicked her out. She started wandering the streets and soon learned that the place she grew up in was a much more gruesome world. She was living in a high end neighborhood in the Coalition and with her becoming a mutant, she could no longer stay there. She ended up in the slums.

She still continued having the dreams about the cat spirits. Eventually the mysterious girl from before found her. Tsume was not a happy camper as she attacked the girl. This woman had ruined her life. The woman said a word in a strange cat language. She didn't understand what was said since she didn't know the cat language. But she did know it was a cat language. Her world literally stopped. She froze in place as she shifted to standing at attention. It was like she was watching someone else take control of her body. The girl looked relieved that what she did worked. Then she started to walk around Tsume inspecting her. She started talking to her as well.

"Very nice, you turned out well. What is her name?"

The question felt odd to Tsume as who or what ever was controlling her answered. "Her name is Tsume."

"Nice, follow me to my home. Finishing you here is not ideal." With that the girl led Tsume to where she was currently squating.

After they arrived. Tsume was standing and awaiting orders. This was driving her nuts, being a back seat driver.

"So Tsume, you are probably wondering why you are like this." She then says a word in the weird cat language and Tsume is released from the control, back in the driver seat to say. "Your questions? I know you must have a million."

Tsume askes, "What was that? What is that language?" She looks around, taking in her surroundings, getting her bearings. "Who is in my head with me?" Then she focuses her gaze on the girl. "Who are you and what do you want from me?"

"Project Weapon X, a program to create super soldiers from individuals who are already latent mutants. using a designer drug, we activate your latent mutant traits, causing you to transform. This branch of the program however is focusing on girls with latent cat mutant traits, like you. The person in your head with you, is the other you. Weapon Neko X"
She pause before finishing the name, "Three." Then she waits a moment for Tsume to take it all in. "As for myself, let's just say I am Weapon Neko X Two, for right now. I guess I am being greedy. I wanted a sister to fight with me."

Tsume does not look happy at all. "You didn't answer what the weird language was and You.. you ripped me from my life. stole my family away from me by turning me into this. All... all so you could have a sister to... to fight with you. fight with you... fight you." Her words trailing off.

Two got a sense that something could be going wrong and she said the words that put the other Tsume back in control. "The language... it is the language of our people. the language of the nekomimi and well all cats in general I guess you could say." She looked at Tsume as if looking into her soul. "You don't want to fight me, we are family and family doesn't fight each other."

Tsume sitting in the back seat again thinks to herself, We'll see about that. The other Tsume tells Two, "She is very mad at you."

Two nods a few times, "I know, I know. Lie down on the bed over there. We need to finish the process." Two went over to a shelf and grabbed a lock box. She opened it and pulled out a stone and walked over to where Tsume, while under the control of Three had laid down on the bed. She says a word again in the cat tongue. "release."

Tsume finds herself back in control but she also feels as if she has been restrained. She can't get up from the bed.

Two looks down at Tsume, "Three is restraining you right now so the process can be finished. Right now, you don't have the skills you need to survive in this world. The world you came from was an illusion. You were the daughter of a very high ranking family in the coalition. They were raising you in an environment that hid what the rest of the world looked like from you. I don't know what the purpose of that was. Anyways, I am going to give you what you need to survive now." She placed the stone on her forehead and said some words, a glow passed through Two down her arm and hand and into the stone. The stone started glowing.

Tsume started experiencing memories. The memories of another. the memories of One. They felt as if they were her own memories. She experienced many many memories of train. Training in the Weapon X project to become a soldier. no not a soldier. super soldier? no, no she was training to be a killing machine. One that could be controlled via a backdoor. But the back door was broken. Something had intervened. The codes to the backdoor had been changed. While Tsume was experiencing these memories. she also saw the Cat Spirits again. But it was weird, It was like they were in the memories and outside of them experiencing them with her. She looked at the cat spirits and they started talking to her in the weird cat language. But she could not make out a word. Tsume also saw that Three was there, also learning the memories.

Much time has past when Tsume awoke. She sits up in the bed and looks over to see Two sitting in a chair.

"Good morning Tsume. I trust you had pleasant dreams."

"I wouldn't call them pleasant. I'm guessing you are like me... or were. But that world... it wasn't this time."

"It wasn't this time. I guess it would be more like.. I'm sixty two and your sixty three... but really who knows. we lost count a long time ago... maybe they know."

"They? who are they?"

"Surely you saw them. The cat spirits. They guided me to you."

"I see them in my dreams. Then you didn't really just want me to be your... sister?"

"Oh I do. It is lonely without family. The cat spirits... they intervened with One. They changed the access codes."

"Access codes?"

"The language.. words that can control you. They were part of the Weapon X project, to control the weapon. The cat spirits change the language... so One... our kind could not be controlled by the humans."

"Why do you go by Two?"

"Because I merged with my other self. We became one."

"Is that something I have to do?"

"Only if you wish it."

They continued to talk and learn about each other. Two trained Tsume how to handle herself in battle. One of the factors of the Weapon X project was to randomly awaken powers in the intended Weapon. Tsume powers seemed to revolve around being a fast healer and regeneration. Also she was harder to hurt. Tsume didn't like getting hurt though. She trained hard to be able to avoid or block attacks leveled at her.

She discovered that the Cat Spirits let her gain access to some divine powers based on her faith in them. She learned how to do some healing miracles and repulse evil.

A couple of years later, she ran into a man named Claude. He was the captain in charge of the 77th. She was just randomly in the place they were working on a problem that day and she lent a hand when some bad guys were trying to attack the 77th. After the engagement, he gave her a card and told her to check out Castle Refuge and this upcoming Assessment. He handed her a document to hand over as proof.

So she took a on a new adventure and made her way into Castle Refuge. Finding out what she could about this Tomorrow Legion on the way. before making her final way into the castle, she faked some documents as best she could, just in case she got stopped.

Common Knowledge Forgery Skill Check +2
Smarts [dice:2p5kkv7f]44187:0[/dice:2p5kkv7f] Ace on Smart [dice:2p5kkv7f]44187:2[/dice:2p5kkv7f]
Wild [dice:2p5kkv7f]44187:1[/dice:2p5kkv7f]

Item Gained Tomorrow Legion Fake ID (Skill level: 12)

She was heading for the room where the assessment was but she was feeling kind of tired. She found a way into the air ducts and took a nap.

WIP
Last edited by Tsume on Mon Feb 04, 2019 6:04 pm, edited 9 times in total.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
Edit Signature

User avatar
Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Tsume - Ares Hero

Post by Tsume »

Gear

Item
  • Vibro-Blade Vambraces
    • Damage: STR+d8
    • Weight: 8
    • Cost: 11,000
    • Notes: AP 4, Mega Damage, Parry +1
  • NG-59 Ion Pistol
    Image
    • Range: 10/20/40
    • Damage: 1–3d6, AP —
    • RoF: 1
    • Shots: 20
    • Weight: 4 lbs
    • Notes: Semi-Auto. Integrated grenade launcher (12/24/48, Damage by grenade, 1 shot)
  • Chain Long Sword
    Image
    • Damage: Str+2d8
      Weight: 15
      Cost: 14,000 credits
      Notes: AP 2.
  • NG RA15 Cannonball
    • +4 Armor +1 Toughness
    • Strength Minimum: d6
    • Environmental Protection:
    • Weight: 13 lbs
  • 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.
  • Papers from Captain Claude
  • Tomorrow Legion Fake ID (Skill level 12)
  • Tsume - Super Tech Retractable Claws
    • Player Rank: Novice (2 PP)
    • Super Tech: Retractable Cat Claws
    • Base Item: Gloves and Boots with Retractable Claws
      • Range: Melee
      • Damage:
      • Weight:
    • Power
      • Super Skill: Climbing 1 (1 PP)
      • Super Skill: Fighting 1 (1 PP)
    • Cost: 10,000 (paid)
  • Runic Longsword (enchanted item)
  • Not much is known of whom made this blade only that it has the cross hatches on the bottom of its goden pommel that forms an G. Some say it is dwarven made from a time long past in a realm far far away, other say it was one of the trasures lost when Tolkeen fell. Either way it is a rune weapon. Eternally sharp and neigh indestructible. It has a mischevious personality and will protect the user from magic best it can like all rune weapons. The blade is blue gray with runes all along its blade.
    • On rift’s earth it deals 1d8+STR MD AP2.
    • Confers the arcane resistance edge or the improved one if the user already has it.
    • It also gives the weilder +1 to any trait rolls involving mischievousness.
Credits: 3000

Contacts
Last edited by Tsume on Sun May 19, 2019 7:57 pm, edited 9 times in total.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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User avatar
Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Tsume - Ares Hero

Post by Tsume »

Advances
Racial
  • Benefits
    • Agile: Agility starts as d6
    • Cat Ears: Keen Sense Hearing; +2 to notice checks involving sound.
    • Cat Eyes: Low Light Vision; Ignore penalties for bad lighting in all but pitch darkness.
    • Cat-like Reflexes: natural parry +3
  • Negatives
    • Allergy(Leylines and Nexus Points)(Major): Being near a leyline or Nexus Point drives the character crazy and makes them unable to think correctly. They suffer −2 to all Trait rolls while near a leyline, while proximity to a Nexus Point impose a −4 to all such rolls.
    • Racial Enemy: Dogs; -4 charisma when dealing with dogboys or any dogs in general.
    • Distinctive D-Bee: Their cat ears and tail are near impossible to hide. -4 to charisma when dealing with anyone associated with the Coalition.
Iconic Framework
  • Agility attribute is plus one die.
  • Arcane Background: Miracles (Kami)
    • Starting PPE: 10
    • Starting Powers: 2
    • Available Power List:
      • Novice: Armor, Beast Friend, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Conceal Arcana, Confusion, Dark-sight, Deflection, Entangle, Environmental Protection, Fear, Healing, Light/Obscure, Shape Change (by rank), Smite, Speak Language, Speed, Stun, Succor, Summon Ally, Wall Walker,
      • Seasoned: Barrier, Blast, Clairvoyance, Dispel, Far-sight, Havoc, Invisibility, Pummel, Quickness, Slow, Slumber, Warrior's Gift
      • Veteran: Banish, Fly, Greater Healing,
      • Heroic: Intangibility,
      • Legendary:
    • Powers
      • Healing
      • Succor
  • additional edge at creation (meeting all requirements except rank): Holy Warrior
  • Major Hindrance: Wanted (Major)
  • Major Hindrance: Heroic (Major)
  • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Cybernetics: Such technology creates havoc for the flow of energy an arcane background user relies upon, imposing −1 to the specific arcane skill for each point of Strain. Those without Arcane Backgrounds may ignore this complication.
Hero’s Journey
  • Training Table
  • Roll result: 15
  • Description: Constant Battle, for cause or survival, means your hero knows a great deal about combat. Select one combat Edge; you may ignore all requirements except other Edges.
    • Edge: Block
  • Training Table
  • Roll result: 3
  • Description: After serving in a security force for some time your hero has some solid combat training. She gains +5 skill points, which may be spent on Fighting, Shooting, or Throwing in any combination.
    • Fighting +3 SP
    • Shooting +1 SP
    • Throwing +1 SP
  • Training Table
  • Roll result: 19
  • Description: You may choose any one of the previous results.
    • When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge. She also gains +1 to parry.
  • Training Table
  • Roll result: 18
  • Description: There are moments when everything comes together and an opportunity presents itself. You're hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.
    • Edge: Mighty Blow
    • Description: The character doubles her total damage when making a successful Fighting attack this round as an additional effect of being dealt a Joker.
ARES Power & Greatness
Power and Greatness
  • Roll result: 11
  • Ability: Resistance and Regeneration
  • Description: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element.
    • Biological
    • Metal
    • Fire/Heat
    • Light (including daylight and lasers)
  • Fast Healer Edge
  • +2 Toughness
  • Slow Regeneration
  • Roll result: 11
  • Ability: Resistance and Regeneration
  • Description: If you roll this again, you become Invulnerable: For your chosen elements (including kinetic resistance), you can only be Shaken by these effects. Further, you can only be wounded by mega damage arcane background powers.
77th CIT/Trouble Shooters Bonus
  • d6 in Knowledge: Arcana(Smarts) Skill
  • Black Ops Table
    • Roll Result: 9
    • Description: Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she's got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
  • The legendary journey Tables:
    • Roll Result: 7
    • Ability: Cursed with awesome
    • Description: Fate most of the time makes sure you come through in a big way. You can reroll a 1 on the wild die( unless it is a crit fail). Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll.
Adventure Heroic Journey
  • Table: Magic
  • Roll Result: 5
  • Ability: More Base Power
  • Description: More PPE means more power to work with, and your character has it. She gains +5 more PPE to her base.
Attributes
  • Agility: d12
    • Base: d6
    • IF +1 die
    • Hindrance + 1 die
    • Initial + 1 die
  • Smarts: d4
    • Base: d4
  • Spirit: d8
    • Base: d4
    • Initial + 1 die
    • Hindrance + 1 die
  • Strength: d6
    • Base: d4
    • Initial + 1 die
  • Vigor: d8
    • Base: d4
    • Initial + 2 die
Initial Skills 15
  • Boating(Agility):
  • Climbing(Strength):
  • Driving(Agility):
  • Faith(Spirit): d6
    • Initial +2 SP
  • Fighting(Agility): d12
    • Initial +2 SP
    • HJ +3 SP
  • Gambling(Smarts):
  • Healing(Smarts): d4
    • Initial +1 SP
  • Intimidation(Spirit): d4
    • Initial +1 SP
  • Investigation(Smarts):
  • Knowledge: Arcana(Smarts):
    • 77th Bonus: d6
  • Knowledge: Astrogation(Smarts):
  • Knowledge: Battle(Smarts):
  • Knowledge: Computers(Smarts):
  • Knowledge: Cybernetics(Smarts):
  • Knowledge: Electronics(Smarts):
  • Knowledge: Engineering(Smarts):
  • Knowledge: History(Smarts):
  • Knowledge: Medicine(Smarts):
  • Knowledge: Politics(Smarts):
  • Knowledge: Science(Smarts):
  • Knowledge: Language(Smarts):
    • Cat Tongue: d4
      • Initial +1 SP
  • Lock picking(Agility):
  • Notice(Smarts): d4
    • Initial +1 SP
  • Persuasion(Spirit): d6
    • Initial +2 SP
  • Piloting(Agility):
  • Psionics(Spirit):
  • Repair(Smarts):
  • Riding(Agility):
  • Shooting(Agility): d6
    • Initial +1 SP
    • HJ +1 SP
  • Stealth(Agility): d6
    • Initial +2 SP
  • Streetwise(Smarts): d8
    • HJ: d8
  • Survival(Smarts): d4
    • Initial +1 SP
  • Swimming(Agility):
  • Taunt(Smarts):
  • Throwing(Agility): d6
    • Initial +1 SP
    • HJ + 1 SP
  • Tracking(Smarts):
Hindrances
  • Major: Alternate Personality (Bloodthirsty)
  • Minor: Loyal
  • Minor: Mutant
Advances
  • Racial Edges:
  • (0 XP) Initial Advances: (From Hindrances): Agility plus one die. Spirit plus one die.
  • (5 XP) Novice 1 Advance: Smarts plus one Die.
  • (10XP) Novice 2 Advance: Elan
  • (15XP) Novice 3 Advance: +1 die type to Faith and +1 die type to Survival
  • (20XP) Seasoned 1 Advance: +1 to Survival
  • (25XP) Seasoned 2 Advance:
  • (30XP) Seasoned 3 Advance:
  • (35XP) Seasoned 4 Advance:
  • (40XP) Veteran 1 Advance:
  • (45XP) Veteran 2 Advance:
  • (50XP) Veteran 3 Advance:
  • (55XP) Veteran 4 Advance:
  • (60XP) Heroic 1 Advance:
  • (65XP) Heroic 2 Advance:
  • (70XP) Heroic 3 Advance:
  • (75XP) Heroic 4 Advance:
  • (80XP) Legendary 1 Advance:
  • (85XP) Legendary 2 Advance:
  • (90XP) Legendary 3 Advance:
  • (95XP) Legendary 4 Advance:
Last edited by Tsume on Fri Oct 18, 2019 12:15 pm, edited 36 times in total.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Tsume - Ares Hero

Post by Tsume »

Description
[saw] animal_ears nekomimi tail thighhighs.jpg



Starting a discussion.

This character is for the 77th. She is a mysterious origin ares IF. I rolled Invulnerability which fits her concept actually. her race is nekomimi. I have a question as to that. is it possible that she was one way transformed into the nekomimi as part of the mysterious origin. I'm not looking to get anything out of her past race. mostly just background information, human mutated into nekomimi (car eared).
Last edited by Tsume on Fri Oct 19, 2018 8:30 pm, edited 1 time in total.
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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Tsume
Posts: 69
Joined: Sun Oct 14, 2018 5:22 pm

Re: Tsume

Post by Tsume »

Mission Log
Quarter EXP
  • 2018 Q4 - 3
  • 2019 Q1 Interlude - 1
  • 2019 Q1 - 5
  • 2019 Q2 - 3
Benny Opportunity Time! Make it Rain! (Completed)
  • + 1 Benny for Q4 2018
The Assessment: Part 1 Where the Shoe Falls.
  • +1 Benny for Boomer
  • Collects gear from Bio Borgs
    • Close Range Weapon = Vibro-Blade Vambraces
  • Map from BIson
  • Hard Road to Travel
    • untrained Lockpicking Skill -2. -2 penalty for total of penalty of -4 Initial Roll 4, Ace 4, Ace 3, Benny for 2, Total of 9
    • Success: choice of either a 1 time connection at +2 rolls or 1 item worth 15k.
    • Raise: +1 benny or an item worth 15k(can be combined with success result for an item worth 30k)
    • HJ: More Magic
  • This area went open RP after this.
The Shoe Smells
  • + 1 Benny Q4 2018
  • Loot from Tree
    • none claimed
  • +1 Benny Q1 2019
Q1 2019 Interlude: How I came to join the TL
  • Curious Edge
  • 1 XP
  • 1 Benny for Q1 2019
  • Common Bond Edge
RP with Daphne
  • +1 Benny for Q1 2019
Part 2: The Town of Shamlin, Trapped in a Barn
  • +1 Benny Q1 2019
  • small bracelet
    • An interesting trinket. Made of what appears to be silver, well polished and it has many glyphs similar to the tattoos you noticed when you were inspecting Gerald Bision.
  • stone piece of a broken arcane portal
Part 2.1, The Town of Shamlin, a proper welcome
  • +1 Benny Q2 2019 for Building made of Tires
  • +1 Benny for Joker in Round One vs CS
  • -1 Benny for Extra Effort in Round One vs CS
  • -2 Benny for rerolls on faith skill, currently at 2 left until combat end.
  • Benny reset extended into Q3 2019 until combat finish

    Snow filled Mountains and Plains: Heading to Logmire ( on the way to Captain Claude)
    • -2 Benny to reroll Fighting
Status Tracker
Tsume

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 1 / 3
Adventure Cards:
Pace: d6
Parry: 14
Fighting 12 /2 = 6 +2
Racial +3
Block Edge: +1
HJ +1
Vambrace +1
Toughness: 13 (4)
Note: Biological, Metal, Fire/Heat, and Light based attacks can only shake the character unless they are magical or psionic based mega damage attacks.
  • Cursed with Awesome: reroll 1 on wild die unless crit failure.
  • 1 / 1 Awesome Moment: declare before rolling, add wild die to your trait roll.
  • Dirty Fighter: +2 to Trick maneuvers
  • Might Blows: Double Damage on being dealt a Joker.
  • Keen Sense Hearing: +2 to notice checks involving sound.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • AB: Miracles
    • Healing (PPE: 3)
    • Succor (PPE: 1)
Nyaccent Rules
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