Que (Phase World - Sovereign)

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Que (Phase World - Sovereign)

Post by Que »

Player Name: Rob Towell
Google Handle: Ndreare
Que - Subject Q56Q395442
Rank: Novice Experience: 11 Advances Left: 0
Race: Human
Iconic Framework: Rising Stars Super Hero
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: +0; Pace: infinite; Parry: 6); Toughness: 13 (6); Strain: 0
Skills: (15+5 combat, +3 Stealth)
Skills:
  • Fighting (Ag) d10 (4 points)
  • Lockpicking (Sm) d6 (0 points, 2 points from HJ)
  • Notice (Sm) d6+2 (2 points)
  • Persuasion (Sp) d6 (2 points)
  • Quantum Mechanics (Trapped Spellcasting, Sm) d6+2 (2 points)
  • Shooting (Ag) d10 (0 points, 4 from from HJ)
  • Stealth (Ag) d4 (0 points points, 1 from HJ)
  • Streetwise (Sm) d4 (1 points)
  • Taunt (Sp) d4 (1 points)
  • Throwing (Ag) d8 (3 points)



Hindrances
  • Selected
    • Autophobia (Minor): Que gets shaken up badly when isolated and alone.
    • Curious (Major): When the world is new to you, you want to get out there and explore it all.
    • Delusion (Minor): Believes they are characters in a Role Playing Game.
    • Quirk (Minor): Hairless, Que has no hair.


    Iconic
    • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
    • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
    • Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.


    Achilles Heel (-6 points)
    • Weakness (Major - 2 points): For reasons Que does not understand he is vulnerable to necromantic effects. He resists spells trapped as Necromancy at -4. In addition damaging necromantic effects inflict double damage. (meta, death is the end of potential)
    • Clueless (Major - 2 Points): Que was raised in a lab and has not be properly educated about the world in general. The character receives -2 to common knowledge rolls.
    • One Arm (Major -2 points): Que lost an arm from the elbow down while escaping and because of the risk to his powers has not been willing to get a cybernetic replacement. He knows there is training for such things, but has not undergone it.



SUPERHERO ABILITIES AND BONUSES
  • Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character is a Heavy Hitter Rising Star, and starts with 40 Power Points with a power limit of 30 points in any single power, after any modifiers.
  • Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or purchase new ones (there is no New Power Edge) These points may be saved, but must be recorded clearly on the advancement record.


Edges
  • Acrobatics: +2 with Acrobatic and Agility Tricks
  • Dirty Fighter: Suffers no MAP for Tricks
  • Power Points: Que Gained +5x2=10 Power Points for SPC2 Powers.
  • Quick: Redrawn Initiative Cards 5 or less.
  • Tricky Fighter (Agility): +2 to Agility Tricks
  • Thief: +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps
  • Common Bond: May share bennies with allies
Last edited by Que on Fri Oct 19, 2018 9:37 am, edited 1 time in total.
Que (Rob T) Status & Conditions
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  • +3 Q reset
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Re: Que (Phase World - Sovereign)

Post by Que »

Powers = 50 spent
Que lives in a state of constant quantum flux. He experiences everything at an impossibly slow and fast pace where the world exists between things that have happened, and things that will never happen. While this imparts an amazing amount of power on him, but at the same time is more information than even a hyper adapted mind can handle.
25 Quantum State; Super Speed (24): Light speed +18, Blinding Reflexes +2, Catch & Throw +2, Pummel +1, Switchable 2 +4.
  1. Flight: Flight (22), Light speed +20, Climb +2
  2. Teleport:
    1. Teleport (18), Range 48" +4, Rapid Teleport +3, Teleport Others +5, Traverse +3
      Unfortunately he is much easier to hit while teleporting as it requires so much concentration.
    2. Uncanny Reflexes (4): Attackers are -2 to hit him while teleporting.
5 Quantum State; Extra Action (5): Fast Action +2
2 Fearless; Q simply does not know when enough is enough.
13 Quantum Adaption; Super sorcery 5 (10); No Side Effect +3, Trapping changed to Energy Control, mechanics identical however instead of demonic glitches his are technical glitches.
Default Adaptation is Enhanced Quantum State +1 Extra Action and +2 Shooting skill
5 Battle Field Adaption: Healing, Que can undue the vicious nature of battle in a pinch. Make a spirit roll to remove once fatigue or vigor per success/raise.
.
OOC Comments
No Side Effect reference valuation +3 based on
http://archive.pegforum.com/viewtopic.p ... 7&p=454085
Que (Rob T) Status & Conditions
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Re: Que (Phase World - Sovereign)

Post by Que »

Background (post background as a reply to character sheet)
Que was grown by gene-splicer experiment. He was a normal project that somehow was design to create an unstable mutation that manifested as a field of unstable quantum state matter, that somehow maintained sapience.
The experiments continued for what seems like an eternity each time he would be released on a planet to see how he performed and then recaptured for alteration.
Finally about 3 years ago Que escaped when a group of mercenaries broke into the Gene-splicers ship and started blowing stuff up. One thing led to another and in no time an explosion happened in the lab that both took Que's arm and woke him up.

Once awakened Que has no clue what was going on, and he was too out of it to fight to defend himself. Que tried to fight the mercenaries, but the end result was he was knocked out.

Waking a second time many hours later Q found everyone and everything around him was dead. He grabbed what he could and fled hoping to escape. However when he emerged from the facility it turned out he was in the lower levels of Center.

From then on he has been trying to do the best he can to move on, but he still is haunted by the experiments on him and because of that his personality tends to swing sharply from that of a young man to one of somber quiet without warning.

Like most young people Que wants to belong to a group very badly. But unlike healthy people he has not had a lot of foundation is the moral right and wrong of situations.
Que (Rob T) Status & Conditions
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  • +3 Q reset
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Re: Que (Phase World - Sovereign)

Post by Que »

Gear (post gear as a reply to character sheet)
SFD Huntsman Lightweight Personal Armor NOTWORN, SEE BELLOW
OOC Comments
  • +5 Armor
  • +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs
Wilk’s 237 Backup Laser Pistol
Image
  • Range: 15/30/60
    Damage: 26d+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Wilk’s 447
Image
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto


Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
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: Wilks 337
• Attachment: Vibro-Sword
• Attachment: Wilks 447
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

ATEA-50 Supai Stealth Armor (Patron Item)
Image
ArmaTech's answer to the difficulties of training ninja. A medium armor that practically makes its wearer invisible, but as is typical in a competitive market, this armor proved cost inefficient and was shelved with only a small batch of prototypes being produced and subsequently sold off.
  • +6 Armor and +2 Toughness
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (12 lb)
Features:
• Experimental Cloaking Technology powered by an experimental self charging battery.
• • Functional equivalent of the Invisibility power, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
• •The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 4 PP per hour instead, but must remain immobile.
• In addition, the armor grants a +2 bonus to stealth in any setting due to a computer controlled adaptive paint job and padded boots and joints.
• Weight: 12 lbs.




2d6 × 100 credits.
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Re: Que (Phase World - Sovereign)

Post by Que »

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

Attributes
Agility: d4 +1 +2 Hindrance Points
Smarts: d4 +1
Spirit: d4 +1
Strength: d4 +1
Vigor: d4 +1

Skills:
  • Fighting (Ag) d6 (2 points)
  • Lockpicking (Sm) d6 (2 points from HJ)
  • Notice (Sm) d6 (2 points)
  • Persuasion (Sp) d6 (2 points)
  • Quantum Mechanics (Trapped Spellcasting, Sm) d6 (2 points)
  • Shooting (Ag) d12 (7 points, 5 from from HJ)
  • Stealth (Ag) d6 (2 points points, 1 from HJ)
  • Streetwise (Sm) d4 (1 points)
  • Taunt (Sp) d6 (2 points)
  • Throwing (Ag) d4 (1 points)

Iconic Framework
  • Benefits, table rolls, etc
  • Drawbacks, etc

Hero’s Journey
  • Experience & Wisdom (10-11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Acrobatics)
  • Training (1-3): After serving in a military, paramilitary, militia, or 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.
  • Training (14): 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 (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
  • Underworld (8): Your character has a knack for taking full advantage of his opponents. He has the Dirty Fighter Edge (or Tricky Fighter, if he already has Dirty Fighter), and whenever he gets a raise on a Trick attempt, he may spend a Benny to gain The Drop on his opponent on that round.
  • Underworld (11-13):Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.


Advances
  • Initial Advances: (From Hindrances): d8 Agility
  • Initial Advances: (From Hindrances): d10 Agility
  • Free Edge (Human): Quick
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Agility d12
  • Novice 3 Advance: Fighting d12, Shooting d12
  • Seasoned 1 Advance: Power Points x2!!!
  • Bonus Hero's Journey: Common Bond
  • Seasoned 2 Advance:
  • 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:
Que (Rob T) Status & Conditions
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  • +3 Q reset
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Re: Que (Phase World - Sovereign)

Post by Que »

Signature Item in progress

viewtopic.php?f=19&t=3206&p=44536#p44536


Que's Celerity Lens
The most useful tool Quanta had when he was being tested was his celerity lens. This mesh of advanced neural stimulants work in tandem with the psionic shielding network to stabilize Que's mind and preventing him from being easily distracted. By allowing him to think more clearly it presents him with the ability to better understand what will happen before he commits to a path.
While wearing this blue skullcap Quanta gains the following abilities:
  • +4 Resistance and/or Armor versus Psionics
  • Improved Level Headed
  • +2 to Quantum Mechanics
  • +2 Notice

Mechanics
  • Base Item: Psionic Shield: A skullcap woven with circuitry that blocks psionic attacks, granting the user +4 to resistance rolls or Armor versus psionic attacks. This stacks with the Arcane Resistance Edge. Science Fiction Companion page 16 (1 lb, $1000x10 = 10,000)
  • 4 Super Edge 2: Level Headed, and Improved Level Headed
  • 4 Super Skill 4: notice +2, Probability Manipulation +2
Notes
The Nature of the base items seams to be about attacks trapped as psionic/mental energy. So I assume TK rocks and fireballs would still have full effect.
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Re: Que (Phase World - Sovereign)

Post by Ndreare »

XP Tracker
5 XP Base = 21 total
+5 XP = 10 Total - Used for Power Points
+4 XP = 14 Total
+1 XP
+6
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Ndreare »

Bonus HJ roll 6 from Thief of always: Some folks come to understand that lone wolves don’t make it in a world as
dangerous as this one. Your hero has Common Bond.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Re: Que (Phase World - Sovereign)

Post by Ndreare »

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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