Ohn: Flora Colossus ARES Brawler (Phase World)

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Ohn
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Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ohn »

Character Sheet

Player Name: Paul
Google Handle: paulshao80
Character Name: Ohn
Real Name: I-am-Ohn
Rank: Novice Experience: 5 Advances Left: 0
Race: Floral Colossus
Iconic Framework: Floral Colossus ARES Brawler
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Charisma: +0 ; Pace: 5/d4; Parry: 8 ; Toughness: 9. CR 14(4) [BM 12 (MDC). BM/CR 17(4) MDC] ; Strain: 0
Bennies: 3/3
Floral Colossus

Description: Groot!
Racial Abilities
  • Regrowth Can regrow plant matter quickly. Floral Colossus make a natural Healing roll once per day. Whenever she gains a permanent injury, she may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
  • Long Arms These creatures can extend their arms like vines, adding +2 to reach.
  • Legs Like Tree Trunks Size +2
  • Strong as an Oak Add +1 die type to strength
  • Can’t Shake This Tree A second Shaken result in combat does not cause a wound
  • Where’s its...uhh..junk? Called shots do no extra damage against them.
  • Chlorokinesis AB Psionics, 10 ISP, 3 powers. At least one should be growth. If they take an IF with psionics they gain the growth power even if it is not normally available.

Racial Complications
  • Language Barrier Can only say one word in normal speech, capable of mental communication but it is very alien and incomprehensible to most races.
  • No Cybernetics Implants just do not work and are expelled immediately
  • Dependency Requires 1 hour of sunlight each day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Extremely Alien All those leaves but no camouflage! There’s no hiding your racial features here. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident.
  • Firewood Nothing burns like wood! Floral are susceptible to fire, taking +4 damage from fire based and plasma attacks.
  • No Magic Moments Cannot take Arcane Background: Magic
  • They Call Me Fingers Large hands without much dexterity make using technology very difficult. -2 Repair; Roll of 1 when using technology causes a malfunction.
  • Friends Forever Floral Colossus start with the Loyal hindrances.
  • Rooted Floral Colossus are notoriously hard to sway in an argument; they start with the Stubborn Hindrance.

Skills:
  • Climbing d6
  • Fighting d12
  • Notice d6
  • Psionics d12
  • Survival d6
  • Stealth d6
  • Common Knowledge d6-2
  • Unskilled d4-2
Hindrances
  • (race) Dependency (sunlight) (Major): Requires 1 hour of sunlight each day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • (race) Loyal (Minor): Friends Forever. Floral Colossus starts with the Loyal Hindrance.
  • (race) Stubborn (Minor): Rooted. Floral Colossus are notoriously hard to sway in an argument; they start with the Stubborn Hindrance.
  • (race) Language Barrier (Minor): Can only say one word in normal speech, capable of mental communication but it is very alien and incomprehensible to most races.
  • (race) Firewood (Minor): Nothing burns like wood! Floral are susceptible to fire, taking +4 damage from fire based and plasma attacks.
  • (race) They Call Me Fingers (Minor): Large hands without much dexterity make using technology very difficult. -2 Repair; Roll of 1 when using technology causes a malfunction.
  • (IF) Heroic (Major): Ohn is too naive not to act heroically.
  • (IF) Overconfident (Major): Ohn is too naive to not know what he doesn’t know.
  • (hind) Clueless (Major): -2 to Common Knowledge rolls.
  • (hind) Hardwood Hearing (Minor): Of the hardwood variety, acoustics aren’t great. -2 from all Notice rolls made to hear, including awaking due to loud noises
  • (hind) Ironwood (retrapped Obese Minor): Of the hardwood variety, Ohn is heavyset, reducing Pace by 1 and running die to d4; Toughness is increased by +1.
Edges
  • (race) AB: Psionics (10 ISP. Damage Field, Boost/Lower Trait, Growth/Shrink)
  • (IF) Martial Artist Never considered unarmed; unarmed attacks deal Strength+d4 Damage.
  • (IF) Beast Mode Resilience While in Beast Mode, your toughness increases by 1.
  • (IF) Improved Beast Mode Resilience While in Beast Mode, your toughness increases by an additional 1.
  • (HJ) Improved Martial Artist The character now adds +d6 to his bare-handed damage.
  • (HJ) Brawler Successful bare-handed Fighting rolls add +2 to his damage.
  • (IF) Martial Artist Master +2 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (IF) Martial Artist Master +4 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (IF) Martial Artist Master +6 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (IF) Greater Beast Mode Resilience While in Beast Mode, your toughness increases by an additional 1 and you skin gains the Mega-Damage feature.
  • (hind) Martial Artist Master +8 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (hind) Martial Artist Master +10 Add +2 to bare-handed damage each time edge is taken up to 5 times total.

Powers
Minor Psionic
ISP: 40
Recovery: 1 per hour.

Chaotic Spatial Distortion Field (Damage Field; 4 ISP) [Seasoned]
Whispers of Eternity (Boost/Lower Trait; 2 ISP) [Novice]
Spatial Expansion/Contraction (Growth/Shrink; 2+ ISP) [Seasoned]
Spatial Vortexing (Teleport; 3+ ISP) [Seasoned]
Last edited by Ohn on Tue Nov 06, 2018 9:17 am, edited 5 times in total.
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Ohn
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Background

Post by Ohn »

Background:

As a sproutling on his homeworld, life was good. Caretakers nurtured and pampered him in the ideal environment for growth. To outsiders, the scene is a strange one. Massive greenhouses where intelligent mammals plant tiny nuts in nutritional pods, coaxing life through a concoction of science and tradition. There are rows and rows of sproutlings. Each pod carefully designed to expand with the development of the Flora’s root system. At this stage, flora look no different than non-sentient trees. Outsiders would be justified in questioning why these intelligent mammals would dedicate so much time, effort and energy into this endeavor.

The truth is that these Flora sproutlings are extremely vulnerable during the first 6 months of their lives. Predation (whether intentional or accidental) and environmental shocks resulted in an 80% mortality rate before the Caretakers stepped in to help. Many generations of tradition have since created a highly symbiotic relationship between the two races.

Scientists mark the conclusion of the flora’s sproutling phase by the activation of their two primary ocular nodes (“open their eyes”) and the hardening of their vocal chords (which occurs moments after their first ‘words’ immediately locking their verbal lexicon). I-am-Groot, I-am-Ohn, and I-am-Sea are the three most common utterances (determined by the pitch of the vocal chord vibration, heavily influenced by the variety of Flora). Though other three-syllable combinations are possible.

Uneducated outsiders often mistake this phrase (repeated exclusively and ad nauseum throughout the lifetime of the individual Flora) for Trade 4 and a declaration of self. Flora are rarely offended by this notion and will happily accommodate by answering to the single-syllable name. But the essence of their language is embedded in the subtle body language that accompanies speech. And once trained to spot these nuances, is actually not a challenging language to become proficient in. Flora understand this and are known to over-exaggerate their communication when not understood.

After the sproutling phase, Flora enter the sapling phase where their development is most obvious to outsiders. The sapling phase can last upwards to 200 years and involves rapid development of the body, mind and great accumulation of wisdom. It is also during this phase that Flora undergo a universal rite of passage of their race known as “The Great Sojourn”.

The Great Sojourn

Sometime between 1-2 years after entering the sapling phase of their lives, individual Flora will be overwhelmed by an immense sense of wanderlust. As a direct response to this feeling, Flora uproot themselves, oftentimes using the two most well-developed roots for a bipedal mode of walking. Caretakers are rarely surprised to walk into a greenhouse in the morning, ¼ empty, during this period of development. During the sojourn, individual Flora are left to their own devices, allowed to grow naturally and seek out their own agenda.

Many remain on their homeworld and communities of Flora saplings can be seen there. Some find the homeworld insufficient to quench their wanderlust and find a means off-world. It is during this period of their lives that Flora ambitiously affect everything around them. This can result in both benefits and catastrophe. Many wars on the homeworld have been waged between Flora while others have taken advantage of the naivete of young Flora to convince them to do tremendous (or more likely horrendous) acts.

Unbeknownst to many outsiders, Flora are intricately connected to the spatio-temporal universe. Though water and sunlight are critical to their survival, they are also perpetually feeding on the invisible streams of space and time. When properly motivated, they are able to tap into the vast reservoirs they store and accomplish amazing feats.

Over time, this accumulation of space/time yields one incontrovertible fact: “In the grand scheme of things, an individual’s life is small. To truly be impactful, one must give what has been accumulated.” And so experienced Flora that have lived their lives long enough to reach this conclusion, inevitably return to their homeworld, bearing with them “The Final Gift”.

The Final Gift

When sensing the nearing of their natural lifespan, elder Flora (now grown in size and experience into Flora Colossus) gather all their material possessions and return to their homeworld. All material gains are given to the Caretaker mammals to do with as they please. Flora trust the Caretakers to put their gains to use in the rearing of future generations of Flora. Finally, all the accumulated space/time in their body is channeled into one last grand gesture (“The Final Gift”). Without the passing of Flora of times past, their homeworld would not be dotted with magnificent structures that serve as sturdy shelters indigenous life.

This Final Gift is also seen as a worthy end to any sojourning Flora. An act of self-sacrifice that is the purest expression of love for their friends and compatriots.

It is through "The Final Gift" that the motivation for the Caretakers' generosity becomes evident. By nurturing the Flora in their infancy, they directly benefit from the riches of the Flora's adventures and their final sacrifice. This has allowed the intelligent mammals to acquire much advanced technology for study. And has (to date) given them the ability to protect their planet from hostile takeover and anchor a fledgling space-faring empire.

Ohn’s Great Sojourn

I-am-Ohn has only just begun his great sojourn. Among those that felt the call to wanderlust very strongly, Ohn boarded one of the many vessels that sit at the spaceport with their cargo bay open. Like many of his brethren, Ohn stumbled his way into indentured servitude. Treated like an inexpensive laborer (sunlight and water is not terribly difficult to procure), Ohn quickly learned that not all in the universe are as generous as the Caretakers. Little did he know that he had inadvertently signed onto a notorious pirate crew.

When the ship was eventually captured by authorities and boarded, Ohn was in the middle of restacking some crates in the cargo bay. Liberated, Ohn was passed through the legal system on the Center and was soon standing before a judge.

“I-am-Ohn.” Ohn says in his own vigorous defense.

”Yes, I can see that.” the judge replies in knowing deference. In the past decade, the judge had actually seen a few dozen cases of these Flora and suspected that the underworld had figured out a means to cheap manpower on their homeworld. In all but one case, the Flora were young and naive like Ohn, not culpable for the acts of violence and depravity committed by other crew on the vessels. If the judge could figure out where this homeworld was, he could render some assistance and protection.

”I believe the word I am looking for is ‘exploitation’. Do you know that your people are being exploited? Captured on spaceships and used for manual labor?” the judge continues.

”I-am-Ohn?” Ohn replies, his tone suggesting immense ignorance.

A heavy sigh escapes the judge’s lips before he asks the obvious question that none of the other Flora were able to answer, ”Do you know where your homeworld is? Can you give me the coordinates?”

”I-am-Ohn...” Ohn admits to the judge’s dismay, the leaves rustling as he rolls his shoulders in a shrug and shakes his head slightly.

”I understand.” the judge empathizes, ”You have been through some trauma. Far be it for me to add to it. My judgement is as follows: Release ‘Ohn’ of his own cognizance. Clothe him in light armor, give him three sunlight lamps and a month’s living wage.”

The judge leans forward and focuses on Ohn with a piercing gaze, ”A month should be sufficient for you to find reasonable work? And please try not to walk onto another pirate ship. The next time I see you, I will not be so generous in my judgement.”

”I-am-Ohn!” Ohn acknowledges with a nod and a smile of gratitude.
---------------
With the abundance of work done on Center, it didn’t take particularly long to sign up with another spacefaring crew. When the crew got too large, Ohn chose to follow the first two people he had met, the Altaran named Ducky and the one-armed man named Que. Since they were heading to a new ship to start a new mercenary company... he was heading to a new ship to start a new mercenary company.
Last edited by Ohn on Wed Nov 14, 2018 6:49 am, edited 2 times in total.
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Ohn
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Equipment

Post by Ohn »

------------------
Gear
------------------
Light Blade (TW) (rejiggered for longevity rather than damage)
  • Weight: 1 lbs
  • Notes: Creates sunlight in a Small Burst Template while active, affecting vampires and related creatures. Looks like high-tech tube of silver and plastic until activated (free action).
  • Left in ship's room.
Light Blade (TW) (rejiggered for longevity rather than damage)
  • Weight: 1 lbs
  • Notes: Creates sunlight in a Small Burst Template while active, affecting vampires and related creatures. Looks like high-tech tube of silver and plastic until activated (free action).
  • Extra in long-term storage.
Light Blade (TW) (rejiggered for longevity rather than damage)
  • Weight: 1 lbs
  • Notes: Creates sunlight in a Small Burst Template while active, affecting vampires and related creatures. Looks like high-tech tube of silver and plastic until activated (free action).
  • Kept on armor.
NG RA15 Cannonball
  • +4 Armor +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection
    Description
    Ride armor is a special type of protective gear intended for enthusiasts of hover-cycles. Typically, folk who ride hover-cycles are speed junkies or stunt riders, meaning the riders need protection that isn’t bulky or restrictive. Ride armor is generally acceptable as “street legal” in most North American communities where regular combat armor would be restricted. The Cannonball ride armor has a large number of bags and pouches built in, plus each oversized shoulder pad has a small compartment for ammunition, flares, or grenades. A flashlight is mounted on the left shoulder, and the back plate of the armor has mounting fittings for jet packs, environmental backpacks, or air tanks.
  • 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.
[dice:hdvoxo71]45140:0[/dice:hdvoxo71] credits.
Last edited by Ohn on Tue Nov 06, 2018 9:32 am, edited 2 times in total.
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Ohn
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Advances

Post by Ohn »

Advances
Please list all Edges and Advances taken for your character here
Iconic Framework
ARES
  • Hero's Journey (4 rolls unrestricted)
  • 1 Origin Story roll
  • 2 Power and Greatness roll
  • +5 skill points (Vagabond Extraordinaire) (20 total)
Origin Story roll
Beast Mode: Your powers are linked to a transformation. While in "beast mode", you gain the Frenzy edge (or the Improved Frenzy Edge if your hero already has Frenzy), +1 Strength, +1 Vigor, and a 1d6 Natural Weapon Attack that does Mega Damage (or increases an existing natural weapon by one die and make it Mega-Damage). Due your confidence in the nature of the beast, you gain the Heroic and Overconfident Major Hindrances at all times. Additionally, when in Beast Mode, you suffer from the Bloodthirsty, All Thumbs, and Non-Standard Physiology hindrances. To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
Note: When determining the particulars of this alternate form, it is important for the GM and player to decide what abilities only work in the Beast Mode form, and which ones work all the time. As long as the player and GM agree, it does not really matter for game balance.

Power and Greatness rolls
9: Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Choose from any except Personal Concept Option, Power Armor Pilot or Robot Pilot. City Rat, Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear. Note, this only grants the specific package, not any other aspect of the MARS Iconic Framework. (Merc Soldier. 2 Combat Edges (+1): Martial Artist, Master Martial Artist +2, Master Martial Artist +4. +5 Skill)

Very Individual: Choose any combination of 4 edges (meeting prerequisites, except for rank): Beast Mode Resilience, Improved Beast Mode Resilience, Master Martial Artist +6, Greater Beast Mode Resilience. Also gain a d8 in the skill (Psionics) of your choosing.
Hero’s Journey (4 rolls)
  • Training| Roll result: 5 (Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills)
    • He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
  • Psionics| Roll result: 5 (More ISP means more power to work with, and your character has it.)
    • He gains +10 ISP to his base.
  • Psionics| Roll result: 5 (More ISP means more power to work with, and your character has it.)
    • He gains +10 ISP to his base.
  • Psionics| Roll result: 5 (More ISP means more power to work with, and your character has it.)
    • He gains +10 ISP to his base.
Advances
  • Initial Advances: (P&G): Martial Arts, Martial Arts Master +2, Martial Arts Master +4, Martial Arts Master +6, Beast Mode Resilience, Improved Beast Mode Resilience, Greater Beast Mode Resilience
  • Initial Advances: (From Hindrances): Martial Arts Master +8, Martial Arts Master +10
  • Novice 1 Advance: New Power: Teleport
  • Novice 2 Advance: +1d Spirit
  • Novice 3 Advance: Major Psionic (N)
  • Seasoned 1 Advance: +1d Smarts
  • Seasoned 2 Advance: Master Psionic (S)
  • Seasoned 3 Advance: Two-Fisted (N)
  • Seasoned 4 Advance: Beast Mode Natural Attack (N)
  • Veteran 1 Advance: Greater Beast Mode Natural Attack (V)
  • Veteran 2 Advance: Rapid Recharge (S)
  • Veteran 3 Advance: Improved Rapid Recharge (V)
  • Veteran 4 Advance: Exceptional Rapid Recharge (V)
  • Heroic 1 Advance: Ambidexterity (N)
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Advance Worksheet
Attributes
Agility d4 --> d6 (1)
Smarts d4 --> d6 (1)
Spirit d4, --> d6 (1)
Strength d4 --> d6 (1 race)
Vigor d4 --> d8 (2)

Skills (20: 5)
Complete Skill List:
Boating (Ag)
Climbing (St) --> d6 (2)
Empathy (Sp)
Driving (Ag)
Fighting (Ag) --> d12 (8)
Gambling (Sm)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
K/Arcana (Sm)
K/Computers (Sm)
K/Cybernetics (Sm)
K/Demolitions (Sm)
K/Electronics (Sm)
K/Engineering (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm)
K/Science (Sm)
Lockpicking
Mysticism (Sp)
Notice (Sm) --> d6 (2)
Persuasion (Sp)
Piloting (Ag)
Psionics (Sm) --> d12 (d8 (IF), 4)
Repair (Sm)
Riding (Ag)
Shooting (Ag)
Spellcasting (Sm)
Stealth (Ag) --> d6 (2)
Streetwise (Sm)
Survival (Sm) --> d6 (2)
Swimming (St)
Taunt (Sp)
Throwing (Ag)
Tracking (Sm)
Common Knowledge (Sm) --> d6

Beast Mode: Your powers are linked to a transformation. While in "beast mode", you gain the Frenzy edge (or the Improved Frenzy Edge if your hero already has Frenzy), +1 Strength, +1 Vigor, and a 1d6 Natural Weapon Attack that does Mega Damage (or increases an existing natural weapon by one die and make it Mega-Damage). Due your confidence in the nature of the beast, you gain the Heroic and Overconfident Major Hindrances at all times. Additionally, when in Beast Mode, you suffer from the Bloodthirsty, All Thumbs, and Non-Standard Physiology hindrances. To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
Note: When determining the particulars of this alternate form, it is important for the GM and player to decide what abilities only work in the Beast Mode form, and which ones work all the time. As long as the player and GM agree, it does not really matter for game balance.

Power and Greatness rolls
9: Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Choose from any except Personal Concept Option, Power Armor Pilot or Robot Pilot. City Rat, Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear. Note, this only grants the specific package, not any other aspect of the MARS Iconic Framework. (Merc Soldier. 2 Combat Edges (+1): Martial Artist, Ambidexterity, Two-Fisted. +5 Skill)

Very Individual: Choose any combination of 4 edges (meeting prerequisites, except for rank): Master Martial Artist +2, Master Martial Artist +4, Master Martial Artist +6, Improved Beast Natural Attack. Also gain a d8 in the skill (Psionics) of your choosing.



Edges
  • (race) AB: Psionics (10 ISP. Damage Field, Boost/Lower Trait, Growth/Shrink)
  • (IF) Martial Artist Never considered unarmed; unarmed attacks deal Strength+d4 Damage.
  • (IF) Beast Mode Resilience While in Beast Mode, your toughness increases by 1.
  • (IF) Improved Beast Mode Resilience While in Beast Mode, your toughness increases by an additional 1.
  • (HJ) Improved Martial Artist The character now adds +d6 to his bare-handed damage.
  • (HJ) Brawler Successful bare-handed Fighting rolls add +2 to his damage.
  • (IF) Martial Artist Master +2 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (IF) Martial Artist Master +4 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (IF) Martial Artist Master +6 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (IF) Greater Beast Mode Resilience While in Beast Mode, your toughness increases by an additional 1 and you skin gains the Mega-Damage feature.
  • (hind) Martial Artist Master +8 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • (hind) Martial Artist Master +10 Add +2 to bare-handed damage each time edge is taken up to 5 times total.
Powers
Minor Psionic
ISP: 10(IF)+10(HJ)+10(HJ)+10(HJ) = 40
Recovery: 1 per hour.


Chaotic Spatial Distortion Field (Damage Field; 4 ISP) [Seasoned]
  • Range: Touch; Duration: 3 (2/round)
  • Trapping: Distortion Shroud Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
  • Description: The phase adept creates a distortion field around his person and allows the field to embrace the universe's natural entropy. Space warps and distorts on the microscopic scale in a chaotic manner, causing anything the field comes in contact with to rend and buckle.
  • Effect: Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage
    affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks). If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise. With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
Whispers of Eternity (Boost/Lower Trait; 2 ISP) [Novice]
  • Range: Smarts; Duration: 3 (2/round)
  • Trapping: Temporal When activating a power with this trapping, you connect with 1000 alternate selves, while it can be jarring to those unprepared.
    • A harmful power requires the victim to make a Smarts roll or be Fatigued.
    • A beneficial power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost.
  • Effect: This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    ► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
Spatial Expansion/Contraction (Growth/Shrink; 2+ ISP) [Seasoned]
  • Range: Smarts; Duration: 3 (2/round)
  • Trapping: Aura Beneficial powers surround a subject with spatial distortion aura, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage.
  • Effect: Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is
    cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately. Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size −2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2). Subjects from Size +4 to +7 have the Large ability and fill a 2" square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3" square. If the target is +11 or more, he is considered Gargantuan and occupies a 4" square area. Creatures of Size– 2 have the Small ability. For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.
Spatial Vortexing (Teleport; 3+ ISP) [Seasoned]
  • Range: Special; Duration: Instant
  • Trapping: Phases out, re-appearing elsewhere
  • Effect: Teleport allows a character to disappear and instantly reappear up to 10" distant for each 3 Power Points spent, or 15" with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at −2. If it is an unknown area he has never seen, the roll is at a–4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    ► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
Powers for later
Exalted Chaotic Spatial Distortion Field (Exalted Damage Field; 8 ISP) [Mega]
  • Range: Touch; Duration: 3 (2/round)
  • Trapping: Distortion Shroud Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
  • Effect: This Mega Power gives the caster two options. She can have a damage field of 2d8, Mega Damage, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.
Echoes of Eternity (Greater Boost/Lower Trait; 4 ISP) [Mega] (Auto-Raise)
  • Range: Smarts x2; Duration: 3 (1/round)
  • Trapping: Temporal When activating a power with this trapping, you connect with 1000 alternate selves, while it can be jarring to those unprepared.
    • A harmful power requires the victim to make a Smarts roll or be Fatigued.
    • A beneficial power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost.
  • Effect: This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
D-Shift Distance (Speed; 1 ISP) [Novice] (Adept: Self-only, free action)
  • Range: Self; Duration: 3 (1/round)
  • Trapping: Distortion Shroud Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
  • Description: The phase adept can use this power to twist space. To observers, the character's form will seem to stretch or contract in a totally bizarre way.
  • Effect: Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual −2 running penalty.
Spatial Expansion/Contraction (Growth/Shrink; 2+ ISP) [Seasoned]
  • Range: Smarts; Duration: 3 (2/round)
  • Trapping: Aura Beneficial powers surround a subject with spatial distortion aura, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage.
  • Effect: Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is
    cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately. Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size −2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2). Subjects from Size +4 to +7 have the Large ability and fill a 2" square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3" square. If the target is +11 or more, he is considered Gargantuan and occupies a 4" square area. Creatures of Size– 2 have the Small ability. For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.
Greater Spatial Expansion/Contraction (Tiny Yet Mighty; +2 ISP) [Mega]
  • Range: Smarts x3; Duration: 3 (1/round)
  • Trapping: Aura Beneficial powers surround a subject with spatial distortion aura, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage.
  • Effect: When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.
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Ohn
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Powers

Post by Ohn »

Powers
Minor Psionic
ISP: 40
Recovery: 1 per hour.


Chaotic Spatial Distortion Field (Damage Field; 4 ISP) [Seasoned]
  • Range: Touch; Duration: 3 (2/round)
  • Trapping: Distortion Shroud Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
  • Description: The phase adept creates a distortion field around his person and allows the field to embrace the universe's natural entropy. Space warps and distorts on the microscopic scale in a chaotic manner, causing anything the field comes in contact with to rend and buckle.
  • Effect: Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage
    affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks). If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise. With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
Whispers of Eternity (Boost/Lower Trait; 2 ISP) [Novice]
  • Range: Smarts; Duration: 3 (2/round)
  • Trapping: Temporal When activating a power with this trapping, you connect with 1000 alternate selves, while it can be jarring to those unprepared.
    • A harmful power requires the victim to make a Smarts roll or be Fatigued.
    • A beneficial power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost.
  • Effect: This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    ► Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
Spatial Expansion/Contraction (Growth/Shrink; 2+ ISP) [Seasoned]
  • Range: Smarts; Duration: 3 (2/round)
  • Trapping: Aura Beneficial powers surround a subject with spatial distortion aura, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage.
  • Effect: Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is
    cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately. Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size −2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2). Subjects from Size +4 to +7 have the Large ability and fill a 2" square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3" square. If the target is +11 or more, he is considered Gargantuan and occupies a 4" square area. Creatures of Size– 2 have the Small ability. For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.
Spatial Vortexing (Teleport; 3+ ISP) [Seasoned]
  • Range: Special; Duration: Instant
  • Trapping: Phases out, re-appearing elsewhere
  • Effect: Teleport allows a character to disappear and instantly reappear up to 10" distant for each 3 Power Points spent, or 15" with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at −2. If it is an unknown area he has never seen, the roll is at a–4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    ► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
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Ohn
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Re: Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ohn »

Character sheet complete (sorry it took so long to write up the background).

Ohn ready for review.
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Re: Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ndreare »

What are you referring to where your Light Blade says rejigered for longevity?
  • 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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Ohn
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Re: Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ohn »

A TW-powered (or if there is a technological do-hickey that generates sunlight, more than happy to use that) sunlight lamp is all that I am looking for.

Mostly so that Ohn doesn't die in space whenever the crew moves from one location to another.
Last edited by Ohn on Tue Nov 13, 2018 1:02 pm, edited 1 time in total.
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Ndreare
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Re: Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ndreare »

Chaotic Spatial Distortion Field and Spatial Vortexing feel like shoehorns on this concept.

I know they are valid and am not suggesting changes, but....
Curious why you chose them?
  • 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
Ohn
Posts: 9
Joined: Sat Oct 27, 2018 4:20 pm

Re: Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ohn »

The way that I justified the race's ability to grow (long vine-like arms) is actually that the race is tapping space/time on a small scale. And so despite the race looking like a sentient tree. They actually have quite a bit of hidden power whenever they tap space/time. This also lines up with the Final Gift portion of how Flora choose to end their lives (a big self-sacrificing act like when Groot protected them all in a ball made out of himself).

Damage field trapping can easily become spikey thorns. But I was thinking that when Ohn goes into Beast Mode, then the spikey thorns justified the natural attack damage boost and increased toughness.

Teleportation... I get the feeling being able to teleport will be important with this crew (at least remotely keep up with Que), so I took it. If you have another recommendation for a trapping for it (aside from just disappearing and re-appearing) I welcome it.

TLDR-
Chlorokinesis: ability to control plants is in my mind best explained by power over space/time.
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Re: Ohn: Flora Colossus ARES Brawler (Phase World)

Post by Ndreare »

Oh, I see your reasoning.
Yep Que's plan is to stay as far outside the contract as possible. While he can teleport and even bring friends. He will not be getting close to bad guys. After all he spent a full 24 points to be the most mobile character possible.
  • 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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