Sera - MARS Construct (Phase World)

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Sera
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Joined: Tue Nov 06, 2018 3:19 pm

Sera - MARS Construct (Phase World)

Post by Sera »

Concept, MARS Construct designed to be a infiltrator / pilot

Sera is a runaway Android that became antiquated with the drone, Halo. Halo floats over Sera's head to disguise its nature. Sera's original purpose was prostitution, so she was designed to be very attractive and charismatic. She has become delusional and thinks she is a real person. Part of her design includes a Halo ring that floats over her head. Because she is so good looking, and because of the halo, she thinks she is some type of angelic race.
Last edited by Sera on Sat Nov 17, 2018 3:02 pm, edited 9 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
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Re: Sera's Character Sheet

Post by Sera »

Character Sheet

Player Name: Michael
Google Handle: firesped18215@gmail.com
Character Name: Sera
Full Name: Seraphim
Rank: Seasoned Experience: 43 Advances Left: 1
Race: Construct (Android)
Iconic Framework: Mars Construct
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d6
Charisma: 6; Pace: 6; Parry: 6 (½ Fighting +2); Toughness: 5/Armor 14(6)(½ Vigor+2 plus armor); Strain: 0
Skills:
  • Climbing(Strength): d4
  • Fighting(Agility): d8
  • Gambling(Smarts): d4
  • Investigation(Smarts): d6*
  • Knowledge: Computers(Smarts): d6****
  • Knowledge: Electronics(Smarts): d4****
  • Knowledge: Politics(Smarts): d8****
  • Knowledge: Language(Smarts):
    • Trade 6(Native): d8
    • Floral Tongue: d8
    • (Bonus): d8
  • Lock picking(Agility): d8
  • Notice(Smarts): d6
  • Persuasion(Spirit): d12*&**
  • Piloting(Agility): d10 (1 die from mods)
  • Repair(Smarts): d6
  • Shooting(Agility): d12+1 (3 die from mods)
  • Stealth(Agility): d10* (1 die from mods)
  • Streetwise(Smarts): d8*
  • Throwing(Agility): d4
*:+1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and +2 to any Common Knowledge rolls for disguising herself and playing the role.
**:+2 to persuasion.
***:Strong Willed adds +2 to a character's Intimidation and Taunt rolls
****:+4 to these skills if using the Data Jack to access another electronic device while making a Knowledge roll.

Hindrances
  • Racial
    • Dependency: Sera must recharge via strong electricity at least one hour out of every 24. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level is recovered with an hour of charging.
    • Outsider Hindrance(Major): Organic species often treat constructs as property rather then sentient beings. They have no rights in many systems, and have -2 Charisma (replacing all their attractive charisma bonuses) when dealing with beings who know their artificial nature and are disgusted by that fact.
    • Vow Hindrance(Major): Constructs are programmed with a particular purpose. Sera was originally designed to be a pleasure bot. She was programmed to never harm a paying client.
    • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
  • Personal
    • AI Possession(Major): Re-trapped version of Possession found under viewtopic.php?f=68&t=646#p10941
      • When ever the character jacks into a computer, It exposes the character to AI lurking inside them. This character's body is an open door for AI inside the computers she connects too. During times when she connects to computers or other electronic devices, the character may be subject to an invading AI taking over their body for a time. As an additional penalty for a botched critical failure of a computer or electronics roll, or just jacking into some type of high tech device, the character's passive soul may take a backseat to another. The player character makes a Spirit check at -2. Failure means a random AI takes over.
        Card draw determines whether it is a good, passive, selfish, or evil AI. They inhabit the body long enough to accomplish some task or just as a means to escape into the world, and then they move on, leaving the character completely unaware as to what has taken place and what they did while they were possessed. The AI can be driven off by use of the Banish power, the Holy Warrior edge's repulsion ability, or just allowed to run its course and either find a new host or return forthwith to its place of origin or nearest convenient computer system.
    • Delusional(Minor): She thinks she an organic being of some kind of angelic race. I mean look, she even has a Halo.
    • Wanted(Minor): She is a run away android, her former owners likely want her back as she was likely very expensive for them to build or purchase.
Edges
  • Attractive: It's no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful character +2 to Charisma.
  • Very Attractive: Seraphim is drop-dead gorgeous. Her Charisma is increased to +4 (this replaces the bonus from Attractive)
  • Rich: Begins with 5,000 credits and 2 robotic mods
  • Filthy Rich: Begin with 20,000 credits and 3 more robotic mods.
  • Charismatic: Sera has learned how to work with others, even those who might be somewhat opposed to her or her efforts. This adds +2 to her Charisma.
  • I Know a Guy: Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person. They may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only knows a few possible helpful rumors. The point is, however, almost anywhere she goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any wat. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up. failures on the Persuasion check to get help still trigger that session's use of the Edge.
  • Quick: Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher then 5.
  • Strong Willed: Character with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character's Intimidation and Taunt rolls, as well as his Spirit and marts rolls when resisting Test of Wills attacks.
  • Thief: Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • Ace: +2 to Boating, Driving, and Piloting. May spend bennies to make soak rolls for vehicles . This roll is at -2 canceling their usual +2 bonus. Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Ignore multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Steady Hands: Your hero ignores the "unstable platform penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running, her penalty is -1 instead of -2.
  • 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.
Construct
  • Construct: Constructs are robots or beings made of inorganic material. Note: Constructs must pay maintenance costs.
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Mods: Constructs may not use cyberware, but they may purchase Modifications from the Robot Modification Table. Like all robots, they have 5 Mod slots. The Geared Up Edge, might help you afford these upgrades. GMs should not normally allow characters to take Increased Size +3 or the hero will no longer fit into most adventures. Constructs may remove or install a Mod with a Repair roll and 1d3 hours (half that with a raise.) A critical failure means the Mod is destroyed and must be repaired.
  • Mods Total cost: 210,000 credits
    • 50,000 Android: Sera was designed to look and feel organic.
    • 50,000 Skills 5: programmed with d4 in Piloting and d4 in Stealth. Robots do not have to worry about increased cost for linked Attributes when skills are raised with this Modification. This mod slot will hold 5 skill upgrades. Each skill upgrade costs 50,000 credits.
      • Piloting d4
      • Stealth d4
      • Shooting d8
    • 50,000 Edge: Attractive
    • 50,000 Edge: Very Attractive
    • 10,000 Data Jack: A standard jack to interface with other electronics. This grants +4 to any Knowledge rolls made to use or access the device. Note: this was purchased with starting money from very rich.
    Notes on Mods
    Attributes and skills allow 5 upgrades per one mod slot. Each upgrade costs 50,000 credits.
    Edges use 1 mod per rank of the edge and cost 50,000 per rank of the edge. Edges must provide a direct effect on the character. Rich or Filthy Rich are not appropriate edges to take. Or in other words, if you installed a mod slot with Rich, the mod slot would contain something that is valued at that amount. That would be it's only thing.
Last edited by Sera on Wed Jul 10, 2019 8:45 pm, edited 34 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: Sera - Gear

Post by Sera »

Gear
Item
SFD Huntsman Lightweight Personal Armor
  • +5 Armor
  • +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No[/size]
  • Weight: 16 lbs
Wilk’s 237 Backup Laser Pistol
Image
  • Range: 15/30/60
  • Damage: 2d6+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
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• 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.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• 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.


Credits: 52,100 Credits

Maintenance Cost: 9,100 credits
Sera's Build Cost: 910,000 credits
  • Wild Card Base: 500,000
  • Android: 50,000
  • Attractive: 50,000
  • Very Attractive: 50,000
  • Skills: 250,000
  • Data Jack: 10,000
Contacts
Mansriel
Mansriel is a changeling madam who works in one of the most prestigious brothels on this particular Pleasure Planet. The brothel is called "KinK"
Tox
Tox is a security officer on Paradise Planet. Sera has thoroughly charmed him.
Last edited by Sera on Mon Mar 25, 2019 8:27 pm, edited 21 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
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Re: Background

Post by Sera »

Background

Seraphim is an android created for the service industry. She was designed to be very attractive. She was also very charismatic and made a lot of contacts during her years of service. Sera served for a good number of years and was highly taken care of. However luck for her masters was not so great and they eventually had to sell her to someone else. Her new masters made some modifications to her and added a Halo that floats above her head. They had an idea to make her more appealing with the halo to make her look like an angel. Things were going well for a while but her new masters were not as kind. They let some of her maintenance go to the side and she started developing a glitch. She started to become delusional and think she was a real person, some kind of angelic race at that because of the halo. Yet for some reason she knows she has to plug herself in to recharge and get herself maintained every month.

Sera, as a person, started to become dissatisfied with her current employer for the way she was treated. So she ran away and started living on her own. This of course did not make her former owner happy and they have put out contracts to hunt her down after they realized she was gone.

Sera has been learning the ways of the world and her new role in it. Working in the underworld taught her a bunch of new skills she needed to succeed, how to be a thief, infiltration specialist, working undercover, and so forth. Eventually she became involved with The Remorseless and moved onto The Sovereign when it was captured.
Last edited by Sera on Sat Nov 17, 2018 3:06 pm, edited 6 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: Advances

Post by Sera »

Advances

Race
Type: Construct (Pleasure Bot)
  • [+8]Construct :
  • [+1]Mods: Constructs may not use cyberware, but they may purchase Modifications from the Robot Modification Table. Like all robots, they have 5 Mod slots. The Geared Up Edge, might help you afford these upgrades. GMs should not normally allow characters to take Increased Size +3 or the hero will no longer fit into most adventures. Constructs may remove or install a Mod with a Repair roll and 1d3 hours (half that with a raise.) A critical failure means the Mod is destroyed and must be repaired.
    • [2 Mod]Android: This robot is designed to look and feel organic.
    • [1 Mod]Skills 1: d4 stealth and d4 in Piloting, this slot can fit 3 more programmed skills.
    • [1 Mod]Edge: Attractive
    • [1 Mod]Edge: Very Attractive
    • [0 Mod]Data Jack
  • [-2]Dependency: Sera must recharge via strong electricity at least one hour out of every 24. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level is recovered with an hour of charging.
  • [-2]Outsider Hindrance(Major): Organic species often treat constructs as property rather then sentient beings. They have no rights in many systems, and have -2 Charisma (replacing all their charisma bonuses) when dealing with beings who know their artificial nature and are disgusted by that fact.
  • [-2]Vow Hindrance(Major): Constructs are programmed with a particular purpose. Sera was originally designed to be a pleasure bot. She was programmed to never harm a paying client.
  • [-1]Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
Iconic Framework
Mars Personal Concept
  • Begin with +5 Skill points
  • Begins with Two Edges to pay for the robotic mods.
    • Rich: Character begins with 5,000 credits saved up, and gets 2 rolls on the Body Armor, Close Combat Weapon, Cybernetics, or Ranged Combat Weapons.
    • Filthy Rich: character has 20,000 credits saved up and gets 3 additional rolls on the tables listed above.
    • Note: GM is allowing the cybernetic table option 19-20 to cover selecting mods.
  • Make one additional roll on the MARS Fortune and Glory Table.
  • Begin with starting gear of any Iconic Framework of your choice.
MARS Fortune and Glory
  • Roll result: 10
  • Description: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know A Guy Edges.
  • Roll result: 4
  • Description: Agile and Dexterous: add one die type to Agility. Begin with Quick Edge
  • Roll result: 6
  • Description: Spiritual and Determined: add one die type to Spirit. Begin with the Strong Willed Edge
  • Roll result: 12
  • Description: Two Additional HJ rolls
Hero’s Journey
Rich
  • Cybernetic Table
  • Roll result: 20
  • Description: Select any single robotic upgrade from the Robotic Modification table.
  • Selection: Android
  • Cybernetic Table
  • Roll result: 20
  • Description: Select any single robotic upgrade from the Robotic Modification table.
  • Selection: Edge: Attractive
Filthy Rich
  • Cybernetic Table
  • Roll result: 20
  • Description: Select any single robotic upgrade from the Robotic Modification table.
  • Selection: Edge: Very Attractive
  • Cybernetic Table
  • Roll result: 20
  • Description: Select any single robotic upgrade from the Robotic Modification table.
  • Selection: Skill: Stealth d4
  • Cybernetic Table
  • Roll result: 20
  • Description: Select any single robotic upgrade from the Robotic Modification table.
  • Selection: Skill: Piloting d4
Iconic Framework
  • Education Table
  • Roll result: 11
  • Description: Knowledge (Politics) at d8, +2 to persuasion.
  • Underworld and Black Ops Table
  • Roll result: 14
  • Description: Infiltrator Specialist. +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages on top of what she already knows.
  • Training Table
  • Roll result: 1
  • Description: +5 skill points to spend on Fighting, Shooting, or Throwing.
F&G
  • Underworld and Black Ops Table
  • Roll result: 12
  • Description: Thief Edge, +3 Skill Points for Climbing, Lockpicking or Stealth
  • Underworld and Black Ops Table
  • Roll result: 9
  • Description: d8 in Streetwise. trained in Forgery. Common knowledge with +2 for related checks.
Money
  • Started with 5,000 credits from Rich. Note: need to verify if I get this when Filthy Rich is taken from GM. This money is on hold. I think it was decided this was a no.
  • Started with 20,000 credits from Filthy Rich.
  • Purchased Data Link Mod for 10,000 credits.
  • 200,000 credits from the prelude mission. Spent 150,000 on skill mod upgrades. Installed by Dorian successfully. Maintence cost updated to 9,100 credits
  • -9,100 Maintence cost for 2018 Q4.
Attributes 5 AP
  • Agility: d4 > 1AP d6 > 1 FG d8
  • Smarts: d4 > 1AP d6
  • Spirit: d4 > 1AP d6 > FG d8 > Novice d10 > Seasoned d 12
  • Strength: d4 > 1 AP d6
  • Vigor: d4 > 1AP > d6
Initial Skills 20 SP
  • Arcane(Smarts):
  • Boating(Agility):
  • Climbing(Strength): 1 HJ d4
  • Driving(Agility):
  • Faith(Spirit):
  • Fighting(Agility): 2 HJ d6 > 1 SP d8
  • Gambling(Smarts): 1 SP d4
  • Healing(Smarts):
  • Intimidation(Spirit):
  • Investigation(Smarts): 2 SP d6
  • Knowledge: Arcana(Smarts):
  • Knowledge: Astrogation(Smarts):
  • Knowledge: Battle(Smarts):
  • Knowledge: Computers(Smarts): 2 SP d6
  • Knowledge: Cybernetics(Smarts):
  • Knowledge: Electronics(Smarts): 1 SP d4
  • Knowledge: Engineering(Smarts):
  • Knowledge: History(Smarts):
  • Knowledge: Medicine(Smarts):
  • Knowledge: Politics(Smarts): HJ d8
  • Knowledge: Science(Smarts):
  • Knowledge: Language(Smarts):
  • Lock picking(Agility): 1 HJ d4 > 2 SP d8
  • Notice(Smarts): 1SP d4 > Novice d6
  • Persuasion(Spirit): 3 SP d8 > Novice d10 > Seasoned d12
  • Piloting(Agility): mods d4 > 3 SP d10
  • Psionics(Spirit):
  • Repair(Smarts): 1 SP d4 > Seasoned d6
  • Riding(Agility):
  • Shooting(Agility): 2 HJ d6 > 1 SP d8
  • Stealth(Agility): 1 HJ d4 > mods d6 > 2 SP d8
  • Streetwise(Smarts): HJ d8
  • Survival(Smarts):
  • Swimming(Agility):
  • Taunt(Smarts):
  • Throwing(Agility): 1 HJ d4
  • Tracking(Smarts):
Hindrances
  • Major: AI Possession
  • Minor: Delusional, She thinks she is some kind of angelic race. I mean look, she even has a Halo.
  • Minor: Wanted: She is a run away Pleasure Bot, her former owners likely want her back as she was likely very expensive for them to build or purchase.
Advances
  • Racial Edges: Attractive, Very Attractive
  • IF Edges: Rich, Filthy Rich
  • FG Edges: Charismatic, I Know a Guy, Quick, Strong Willed
  • HJ Edges: Thief
  • (0 XP) Initial Advances: (From Hindrances): Ace, Combat Ace
  • (5 XP) Novice 1 Advance: Spirit +1 die type
  • (10XP) Novice 2 Advance: Persuasion + 1 die type, Notice + 1 die type
  • (15XP) Novice 3 Advance: Steady Hands
  • (20XP) Seasoned 1 Advance: Spirit +1 die type
  • (25XP) Seasoned 2 Advance: Persuasion + 1 die type, Repair + 1 die type
  • (30XP) Seasoned 3 Advance: Elan
  • (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 Sera on Tue Apr 02, 2019 4:38 pm, edited 20 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: Technical Data

Post by Sera »

Technical Data
Last edited by Sera on Sat Nov 17, 2018 3:08 pm, edited 30 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: Picture

Post by Sera »

Description
Last edited by Sera on Mon Nov 12, 2018 11:54 am, edited 2 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: empty

Post by Sera »

Mission Log
Prelude Mission
  • 200,000 CR
  • 1 benny for Q1 2019 (used immediately)
  • +2 to common knowledge rolls pertaining to knowledge of the forge
Interlude Opportunity
  • Finished on 4/4/2019
  • +1 benny for Q2 2019
Mission 1: Taken
  • Benny
  • 1 XP for Interlude
Mission 1: Taken (Mirage)
Interlude Opportunity
  • Finished on 4/4/2019
  • 1 XP
  • 1 Benny for Q2 2019
Quarters
  • Q4 2018: 5 XP
  • Q1 2019: 6 XP
  • Q2 2019: 5 XP
Last edited by Sera on Wed Jul 10, 2019 8:44 pm, edited 23 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: empty

Post by Sera »

empty
Last edited by Sera on Sat Nov 17, 2018 3:09 pm, edited 7 times in total.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Ndreare
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Re: Sera / Halo - Robot MARS Concept (Phase World)

Post by Ndreare »

Your race seems like it is really powerful. Specifically:
[+4]Mods: Gains 5 Mod Slots on the Robot Section

Should be 10 points as each mid is essentially an edge. Is the something I am missing?

A robot from SFC is like half an IF on its own almost.


PS: Starting at 80 xp it is 10 per advance. But the XP system is changing.
  • 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
Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: Sera / Halo - Robot MARS Concept (Phase World)

Post by Sera »

that is something I am trying to figure out. the original cost was 1 point in SFC. constructs build using this are subject to maintenance cost as well. I had adjusted it up to cost 4 and compensated with no PPE arcane background, no ISP arcane background, and no cyberware.

each month(session?) of general use, the owner must pay 1% of the robots base cost in maintenance. If the maintenance cost isn't paid, the player must roll on the Glitch Table. page 37 SFC.

mod slots have cost that adjust the robot base cost.

the race information is located on page 7 of SFC.

it is not as simple as saying it is 10 points of edges. I actually found a note on mods. I need to take the geared up edge to pay for it. Geared up gives $10,000 dollars worth of upgrades each time it is taken. so I'll need to adjust for that. Mods will cost 1 point with that taken into consideration.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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Sera
Posts: 59
Joined: Tue Nov 06, 2018 3:19 pm

Re: Sera / Halo - Robot MARS Concept (Phase World)

Post by Sera »

I created a post under Mica Nowel here related to making SFC Construct / MARS Construct. viewtopic.php?f=9&t=3334

writing down what it says in the Books, also trying to consultant what I feel are unclear information in the Robotic Modification table by looking for official answers as well. So I can post a clear Robotic Modification table. Rifts has a lot of potential Robot/Construct type characters.
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 2 / 3
  • Q2 2019
    • Interlude Thread
      • +1 Benny
    • Mission 1: Sabotage & Slipped Away
      • Spent 2 Benny to Reroll damage.

Pace: 6 ; Parry: 6 ; Toughness: 5

  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.


Halo

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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