Que (SWADE Version)

GM: Stoic
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Que
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Joined: Wed Oct 10, 2018 8:22 pm

Que (SWADE Version)

Post by Que »

Que - Subject Q56Q395443
Player Name: Rob Towell
Google Handle: Rob Towell
Que
Rank: Heroic 2 Advances Left: 0
Race: Genetically Engineered Temporal Assassin
Iconic Framework: Combat Mage - MARS
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6
Pace: 6*; Parry: 10; Toughness: 13 (6)

Skills:
  • Academics (Sm) d8
  • Athletics(Ag) d8
  • Common Knowledge d4
  • Fighting (Ag) d12
  • Notice (Sm) d8
  • Occult (Sm) d8
  • Persuasion (Sp) d4
  • Shooting (Ag) d8
  • Spellcasting (Sm) d12 (+2 w/Illusion, Conjuration, and Summoning)
  • Stealth (Ag) d8
Hindrances
  • Autophobia (Minor): Que gets shaken up badly when isolated and alone.
  • Curious (Major): When the world is new to you, you want to get out there and explore it all.
  • Delusion (Minor): Believes they are characters in a Role Playing Game.
Edges & Abilities
  • Arcane Background (Magic) (Iconic): Que begins with Occult d6, Spellcasting d6, 10 PPE, and 3 powers from the LLW spell list.
  • Channeling (Iconic): Que is able to maximize the efficiency of his power and reduces the PPE cost of spells by 1 on a raise.
  • Master of Magic (Iconic): Que knows all the mega modifiers for his powers.
  • Level Headed (Iconic): Character draws two cards per turn, and may act on whichever one is chosen.
  • Improved Level Headed (Iconic): Character draws three cards per turn, and may act on whichever one is chosen.
  • Elan (Iconic): the character gains +2 to Trait rolls when using a Benny to reroll.
  • Fortune & Glory (MARS): Agile & Dexterous; Agility increased a Die type and Gains Quick.(Redraw cards 5 or less)
  • Fortune & Glory (MARS): Smart and Learned; Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills (Occult d10, Spellcasting d10, Notice d8).
  • Educated (Hero's Journey edu 18): the character gains +3 points to spend on Smarts based skills.
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Boost/Lower Trait
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Entangle
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Warrior’s Gift
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Drain Power Points
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Teleport
  • New Powers (Hindrance): Gain 2 New Powers (5 total)
  • New Powers (Hindrance): Gain 2 New Powers (7 total)
  • Power Points (Novice 1): Power Points increased to 15
  • One With Magic (Novice 2): Gain detect/conceal arcana as an Innate Ability; may sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated. (8 total)
  • Adept (Novice 3): Chose one power per rank to become Self Only and Innate from the following list: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift.
  • One With Magic (Seasoned 4): Gain the Ley Line Rejuvenation and Ley Line Sense abilities of a Ley Line Walker.
  • Power Points (Seasoned 5): Power Points Increased to 20
  • Block (Seasoned 6):His Parry increases by +1 and any Gang Up bonus against him is reduced by one.
  • Squire of the Forge(Seasoned 7): Permanent Mind Link with Ducky.
    The Order needs the demanding work of a fellowship talented in Healing, Research, and Survival to help spread peace and justice. People from all levels of society are welcome to take the Vow (Major—The Code of the Forge) and join their faction, gaining Connections with the group and its allies. With those familiar and respectful of the order, they gain +1 on social checks and Reactions start one level higher than normal.
    Squires of the order enter a mystic compact with a Knight who pledges to aid and defend them, just as the Squire promises to aid and defend the Knight. This creates a permanent bond between the allies acting as the mind link power, requiring only a Spirit roll to activate and send messages to each other. When one party is in danger, the other receives a telepathic warning, though only a general location and no specifics are transmitted unless the endangered partner consciously sends a message.
  • One With Magic (Veteran 8): The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
  • Power Points (Veteran 9): Power Points increased to 25
  • Dodge (Veteran 10): Ranged Attacks are at -2 to hit Que
  • New Powers (Veteran 11): Gain 2 New Powers (10 total)
  • One With Magic (Heroic 1): May use warrior’s gift as an innate ability and may use the base level without paying PPE.
  • Power Points (Heroic 2): Power Points increased to 30
  • Common Bond: May share bennies with allies. Bonus HJ roll from Thief of Always.
Racial - Elf
While Que has no memories of life as an elf. He still retains the genetic potential.
  • D-Bee (Minor): The initial Reactions to Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves.
Que (Rob T) Status & Conditions
Bennies 4 + 1 Platinum Benny
  • +3 Q reset
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Que
Posts: 97
Joined: Wed Oct 10, 2018 8:22 pm

Re: Que

Post by Que »

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

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

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

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

Like most young people Que wants to belong to a group very badly. But unlike healthy people he has not had a lot of foundation is the moral right and wrong of situations.
Que (Rob T) Status & Conditions
Bennies 4 + 1 Platinum Benny
  • +3 Q reset
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Que
Posts: 97
Joined: Wed Oct 10, 2018 8:22 pm

Re: Que

Post by Que »

Gear (Needs updated to SWADE stats ASAP)

Infinity Orbs
While expensive these items are common in the united Worlds of Warlocks. Capable of bringing their users desires into real life each stone holds a vast store of arcane energy to augment its effects for the user. Designed by the most skilled Techno Wizards and Smiths these devices are incredibly desirable.
Manifest Desires: Grants the Conjuration Edge, Grants the Illusion Power.
PPE Battery: Stores 15 PPE accessible by the wielder for powering its effects.
Reality Alteration: +2 to Spellcasting spellcasting w/Conjuration, Illusion and Summoning

Mechanics
Base Items - Holo-Display Communicator: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300-mile range (2 lb, 10,000 credits).
Conversion (1,000)
Major Edge: Conjurer (25,000)
Major Novice Power: Illusion (20,000)
Major PPE Storage: +10 PPE (30,000)
Minor: +5 PPE (5,000)
Minor: +1 Spellcasting (5,000)
Minor: +1 Spellcasting (5,000)
Total: 101,000 Creation Cost

Combat Mage Armor NOT NORMALLY WORN, SEE BELLOW

12x TW PPE Batteries 10 PPE each (25,000 credits)
  • (Purchased with 300,000 from conversion)
Wilk’s 237 Backup Laser Pistol
  • Range: 15/30/60
    Damage: 26d+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


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


Vibro-Sword
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
  • Attachment: Wilks 337
  • Attachment: Vibro-Sword
  • Attachment: Wilks 447
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
  • Attachment: PPE Battery 10
ATEA-50 Supai Stealth Armor (Patron Item)
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.
Que (Rob T) Status & Conditions
Bennies 4 + 1 Platinum Benny
  • +3 Q reset
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Ndreare
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Re: Que

Post by Ndreare »

Advances
Advances

Attributes
Agility: d6 +1 race +1 MARS
Smarts: d6 +1 Race +1 MARS
Spirit: d6
Strength: d6
Vigor: d6

Skills: 18 points
  • Academics (Sm) +3 = d8
  • Athletics(Ag) d4 +2 = d8
  • Common Knowledge d4
  • Fighting (Ag) d6 (iconic) +3 = d12
  • Notice (Sm) d4 +2 MARS = d8
  • Occult (Sm) d6 +2 MARS = d8
  • Persuasion (Sp) d4
  • Shooting (Ag) +3 = d8
  • Spellcasting (Sm) d6 +2 MARS +3 = d12
  • Stealth (Ag) d4 +2 = d8

Iconic Framework
  • Arcane Background (Magic) (Iconic): Que begins with Occult d6, Spellcasting d6, 10 PPE, and 3 powers from the LLW spell list.
  • Channeling (Iconic): Que is able to maximize the efficiency of his power and reduces the PPE cost of spells by 1 on a raise.
  • Master of Magic (Iconic): Que knows all the mega modifiers for his powers.
  • Level Headed (Iconic): Character draws two cards per turn, and may act on whichever one is chosen.
  • Improved Level Headed (Iconic): Character draws three cards per turn, and may act on whichever one is chosen.
  • Elan (Iconic): the character gains +2 to Trait rolls when using a Benny to reroll.

Hero’s Journey
  • Educated (Hero's Journey edu 18): the character gains +3 points to spend on Smarts based skills.
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Boost/Lower Trait
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Entangle
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Warrior’s Gift
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Drain Power Points
  • Second Nature (Hero's Journey M&M 7): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Teleport

MARS Fortune & Glory
Fortune and Glory
  • Fortune & Glory (MARS): Agile & Dexterous; Agility increased a Die type and Gains Quick.
  • Fortune & Glory (MARS): Smart and Learned; Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills (Occult d10, Spellcasting d10, Notice d8).

Advances
  • Arcane Background (Magic) (Iconic):
  • Channeling (Iconic):
  • Master of Magic (Iconic):.
  • Level Headed (Iconic):
  • Improved Level Headed (Iconic):
  • Elan (Iconic):
  • Fortune & Glory (MARS):
  • Quick.
  • Fortune & Glory (MARS):
  • Educated (Hero's Journey edu 18): +3 points to spend on Smarts based skills.
  • Second Nature (Hero's Journey M&M 7):
  • Second Nature (Hero's Journey M&M 7):
  • Second Nature (Hero's Journey M&M 7):
  • Second Nature (Hero's Journey M&M 7):
  • Second Nature (Hero's Journey M&M 7):
  • New Powers (Hindrance): Gain 2 New Powers (5 total)
  • New Powers (Hindrance): Gain 2 New Powers (7 total)
  • Power Points (Novice 1): Power Points increased to 15
  • One With Magic (Novice 2): detect/conceal arcana as an Innate Ability;
  • Adept (Novice 3):
  • One With Magic (Seasoned 4): Gain the Ley Line Rejuvenation and Ley Line Sense.
  • Power Points (Seasoned 5): Power Points Increased to 20
  • Block (Seasoned 6):
  • Improved Block (Seasoned 7):
  • One With Magic (Veteran 8):
  • Power Points (Veteran 9): Power Points increased to 25
  • Dodge (Veteran 10): Ranged Attacks are at -2 to hit Que
  • New Powers (Veteran 11): Gain 2 New Powers (10 total)
  • One With Magic (Heroic 1): May use warrior’s gift as an innate ability and may use the base level without paying PPE.
  • 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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Que
Posts: 97
Joined: Wed Oct 10, 2018 8:22 pm

Re: Que

Post by Que »

Spells, PPE: 30 - Recovery: 5/ Hour
As a Temporal Assassin Que has mastered the following spells.
Power List:
  1. Infinite Blows - boost/lower Trait*^, Automatic Raise, Adept - Self Only (-1), Innate (+0)
  2. Arcane Mastery - detect/conceal arcana*, No range (-1), OwM - Self Only (-1), Innate (+0)
  3. Time Slip - deflection, No Range (-1), Adept - Self Only (-1), Innate (+0)
  4. Power Vampirism - drain Power Points^, Automatic Raise
  5. Temporal Stasis - Entangle^, Automatic Raise
  6. Out of Phase - invisibility, No Range (-1)
  7. Temporal Fields - sloth/speed*, Adept speed - Self Only (-1), Innate (+0)
  8. Mirror Images - summon ally, Only To Create Que like beings (-1), No Range (-1)
  9. Spacial Displacement - teleport^, Automatic Raise
  10. Temporal Adaption - warrior’s gift*, Innate (+0), No PPE cost for Base Effect
Power summaries SWADE page 172
POWER - RANK - COST - RANGE - DURATION - SUMMARY
Boost/Lower Trait - Novice - 2 - Smarts - 5 rounds/instant - Increases or decreases a skill or attribute.
Deflection - Novice - 3 - Smarts - 5 rounds - -2/–4 to attack recipient.
Detect/Conceal Arcana - Novice - 2 - Smarts - Special Detects magic for Duration 5 or conceals it for one hour.
Drain Power Points - Veteran - 2 - Smarts - Instant - Drains d6 Power Points from enemy with successful opposed roll of arcane skills.
Intangibility - Heroic - 5 - Smarts - 5 rounds - Target becomes incorporeal.
Invisibility - Seasoned - 5 - Smarts - 5 rounds - Target is invisible (–4/–6 to affect).
Sloth/Speed - Seasoned - 2 - Smarts - Instant/5 rounds - Increases or decreases movement.
Summon Ally - Novice - Special - Smarts - 5 rounds - Conjures an ally of various sorts.
Teleport - Seasoned - 2 - Smarts - Instant - Character teleports up to 24" distant.
Warrior’s Gift - Seasoned - 4 - Smarts - 5 rounds - Grant target a Combat Edge.
Que (Rob T) Status & Conditions
Bennies 4 + 1 Platinum Benny
  • +3 Q reset
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Que
Posts: 97
Joined: Wed Oct 10, 2018 8:22 pm

Re: Que (SWADE Version)

Post by Que »

Live game
25 PPE 120 quick access only one per spell per GM ruling
Used 3 from Battery on Exalted Detect Arcana and Presence sense
Used 10 from battery and 6 from self on Exalted Quickness
Used 10 from battery and 11 from self on Summon Ally 6 selfs
Used 10 from battery and 3 from personal on Mega Illusion

20 of 25 Personal Spent PPE
Que (Rob T) Status & Conditions
Bennies 4 + 1 Platinum Benny
  • +3 Q reset
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