Smith

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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Smith
Posts: 26
Joined: Fri Nov 30, 2018 9:02 pm

Changeling Assassin (M.A.R.S. Super Soldier I.F.)

Post by Smith » Thu Nov 15, 2018 4:01 pm

1d12 = 5: 5
1d12 = 2: 2
1d12 = 3: 3

1d20 = 4: 4
1d20 = 7: 7
1d20 = 7: 7

1d12 = 6: 6
1d20 = 10: 10

Skins 1d4 = 3: 3

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Stoic
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Posts: 444
Joined: Fri May 25, 2018 8:58 am

Re: Auto-G (M.A.R.S. Super Soldier I.F.)

Post by Stoic » Thu Nov 15, 2018 7:42 pm

Super Soldier I.F. Build Points

Chameleon 3
Voice 2

5 points total

Stun (2)
Range 2
4 point total

Super Skill Stealth 3 levels (d8)
3 point total

Telekinesis 1 level (2)

Super Edge: Elan, Limit, needs to have shirt removed in order to work (-1, total 1 pt)
Added Heavy modifier to Telekinesis

14 points total
GM Bennies 9/9
Wild Card Bennies ?

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Smith
Posts: 26
Joined: Fri Nov 30, 2018 9:02 pm

Re: Auto-G (M.A.R.S. Super Soldier I.F.)

Post by Smith » Fri Nov 30, 2018 9:01 pm

Player Name: Your first name is fine
Google Handle: Your google hangouts username
Character Name Smith
Rank: Seasoned Experience: 25 Advances Left:
Race: Auto-G
Iconic Framework: M.A.R.S. Super Soldier
Attributes: Agility d8 (2), Smarts d8 (1 from M.A.R.S., one from advancement), Spirit d6 (1), Strength d6 (1), Vigor d6 (1)
Charisma: 0; Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills: 3 Free Smarts skills at D6, Free Streetwise D8, Free Computers d8+2 Free Piloting d6
  • Fighting (Ag) d8 2
  • Intimidation (Sp) d6 2
  • K/Computers (Sm) d8+2
  • K/Electronics (Sm) d6 (free from game)
  • K/Engineering (Sm) d6 (I.F.)
  • Lockpicking (Ag) d6 2
  • Notice (Sm) d6 (I.F.)
  • Persuasion (Sp) d8 3
  • Piloting (Ag) d8
  • Psionics (Sm) d10 3(I.F.)
  • Shooting (Ag) d8 3
  • Stealth (Ag) d8 (Super Skill)
  • Streetwise (Sm) d8


Hindrances
  • Hindrance (Major): Code of Honor
  • Hindrance (Minor): Vengeful
  • Hindrance (Minor): Greedy



Edges
  • Edge: AB: Psionics (Free from race)
  • Edge: Major Psionics (HJ Roll)
  • Edge: Master Psionics (HJ Roll)


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

Trapped Power Name [Telepathy] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power

Trapped Power Name [Conceal Arcana] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power

Trapped Power Name [Boost/Lower Trait] (PPE/ISP Cost) [Power Rank]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Cannonball Ride Armor +2 Urban Stealth +2 Woodlands Stealth
  • Info
Chosen Juicer I.F. Starting Gear Package

Credits:

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4
Smarts: d4
Spirit: d4
Strength: d4
Vigor: d4


Iconic Framework
  • Super Soldier MARS Package
    Gain Arcane Background (Super Powers - SPC) from the Super Powers Companion. Gain 12 Power Points. No more than 10 Power Points can be spent on any one power.
    Mutation: For the price of One Major Hindrance, two Minor Hindrances, or two points of negative racial traits (TLPG p. 50), the character may add another 2 to their total available Power Points. This replaces the normal Super Karma option.
    Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.

Hero’s Journey
  • Black Ops (10) (Free Roll)): Though few and far between, the cites 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.
  • Black Ops (4): Your character’s innate understanding of computers makes him one of the most valuable people in the world. He gains Knowledge (Computers) d8, as well as +2 when dealing with electronic security.
  • Training (7): Part of your character’s extensive training including full understanding of a
    particular occupation or area of focus. You may give her one Professional Edge,
    ignoring requirements, subject to the GM’s approval.
  • Training (7): Part of your character’s extensive training including full understanding of a
    particular occupation or area of focus. You may give her one Professional Edge,
    ignoring requirements, subject to the GM’s approval.

MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • (2): A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and
    add two of the modifiers listed under Body Armor in the Hero’s Journey section.
    They must be two different modifiers, not the same one twice.
  • (3): A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting.
    She also starts with any one vehicle of her choice.
  • (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): Edge: Telemechanics, Psi-Blade
  • Free Edge (Human): AB: Psionics
  • Novice 1 Advance: Rapid Recharge
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Attractive
  • Seasoned 1 Advance: Raise Fighting and piloting to d8
  • Seasoned 2 Advance: Raise Smarts to d10
  • 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:undefined

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