Qoat (Quick-Flex Psi-Operator)

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Qoat
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Qoat (Quick-Flex Psi-Operator)

Post by Qoat » Mon Jun 27, 2016 8:48 pm

Character Sheet

Player Name: Pete
Google Handle: pwiebens@gmail.com

Character Name: Qoat
Occupation: Psi-Operator
Rank: Seasoned
Experience: 47 Qoat 12/31/17
Advances Left: 1 Qoat 12/31/17
Race: Quick Flex
Iconic Framework: M.A.R.S. Psi-Operator
Attributes:
Agility d8
Smarts d10
Spirit d8
Strength d6
Vigor d6


Charisma: 0
Pace: 8 (d8)
Parry: 6
Toughness: 5 [14(6) in T13 Armor]
Strain: 6
I.S.P.: 30

Skills:
  • Driving d8
  • Fighting d6
  • Knowledge(Computers) d4
  • Knowledge(Electronics) d6
  • Knowledge(Engineering) d6
  • Knowledge(Techno-can) d4
  • Notice d6
  • Persuasion d4
  • Psionics d10 (from AB:Psionics)
  • Repair d8 (from M.A.R.S. package)
  • Shooting d6
  • Streetwise d6
  • Survival d4
Hindrances:
  • Distinctive D-Bee (Racial)
    • Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer −4 Charisma with such folks.
  • Restricted Path (Racial)
    • Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Short Attention Span (Racial)
    • Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls.
  • Supreme Confidence (Racial)
    • All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.
  • Curious (Major)
    • It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Quirk (Minor)
    • Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. Qoat wants people to know about his work. Anything he works on or creates, he monagrams with a stylized Q.
  • Wanted (Minor)
    • Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them. Qoat is known to the Coaltion, they will want to question him in connection to what happened during the war.
Edges:
  • Agile (Racial)
    • Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity (Racial)
    • All Quick-Flex possess the Ambidextrous Edge.
    • Ambidextrous (Racial)
      • Requirements: Novice, Agility d8+. Your hero is as deft with his left hand as he is with his right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed). With this Edge, your warrior ignores the –2 penalty for using his off-hand (see page 75).
  • Elusive (Racial)
    • Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast (Racial)
    • Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Arcane Background: Weird Science based on Psionics (Psi-Operator)
    • Begin with Psionics d6 and 10 ISP. Select three powers from the Mind Melter’s list: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift. This is the same list for others with the Arcane Background (Psionics) Edge.
      Created gadgets use the Psi-Operator’s ISP.
  • Rapid Recharge (HJ:Psionics)
    • Requirements: Seasoned, Spirit d6+, Arcane Background. This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Mr. Fix it (Psi-Operator)
    • Requirements: Novice, Arcane Background (Weird Science), Smarts d10+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+. The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
  • Gadgeteer (Psi-Operator)
    • Requirements: Novice, Arcane Background (Weird Science), Smarts d8+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+. These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any situation. Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Weird Science device, and uses any power available to Weird Scientists in that setting (though this is still subject to Rank restrictions). It has half the inventor’s Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.
  • Scrounger (HJ:Underworld)
    • Requirements: Novice, Smarts d6+, Streetwise d8+. Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
      • Gain 1d6+2 fully charge e-clips for the firearms she and her teammates use.
      • Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
      • Procure food for 2d6 people for a week.
      • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NG-S2 Survival Pack).
      • Obtain a non-secured cred-card with 2d10 × 2000 credits on it.
      • Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).
  • Major Psionic (HJ:Training)
    • Requirements: Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+. A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also: Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch. The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.
  • Master Psionic (Adv)
    • Requirements: Seasoned, Smarts d8+, Psionics d10+, Major Psionic. Superhuman powers of the mind and spirit become the purview of the Master Psionic, making her a true threat against the most powerful foes in the world. Upon taking this Edge, the character gains the Mega Power option for all the powers she knows. Each time she takes the New Power Edge, she gains both the power and its Mega Power version.
  • Telemechanics (Adv)
    • Requirements: Seasoned, Master Psionic, telepathy. This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
  • Filthy Rich (FG) (Rich and Filthy Rich description since Rich was rolled twice)
    • Requirements: Novice. Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for his wealth. He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice. This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables.
  • Connections (HJ:Underworld)
    • Requirements: Novice. Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session). This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
      • To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up. Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances. A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
      • On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).
Powers
  • Boost/Lower Trait
    Rank: Novice
    Power Points: 2
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: Qoat's Skill Calculator Watch. Skill: Weird Science A scientific calculator like device on an adjustable heavy duty strap. The user can cause the device to alter a person's abilities by entering the proper formula.
    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.
  • Boost/Lower Trait - Greater
    Power Points: 4
    Range: Smarts ×2
    Duration: 3 (1/round)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
  • Telekinesis
    Rank: Seasoned
    Power Points: 5
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: Qoat's Glove of Remote Manipulation - Skill: Weird Science. A right-handed glove/gauntlet with circuitry embedded in the inner cloth layer.
    Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
    • Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
      Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
    • Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon
      • otherwise functions normally, including granting bonus damage when it strikes with a raise.
  • Telekinesis-Exalted Telekinesis
    Power Points: 10
    Range: Smarts ×2
    Duration: 3 (1/round)
    Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
  • Telepathy
    Rank: Novice
    Power Points: 2
    Range: Sight
    Duration: 3 (1/round)
    Trappings: Qoat's Band of Mental Connection - Skill: Weird Science. A thin elastic band laced with various metal wires and microchips.
    Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
    • Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
  • Telepathy-Exalted Telepathy
    Power Points: 4
    Range: Special
    Duration: 3 (1/round)
    This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
  • Teleport
    Rank: Seasoned
    Power Points: 3+
    Range: Special
    Duration: Instant
    Trappings: Qoat's Blink Box
    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.
  • Teleport-Greater Teleport
    Power Points: 5+
    Range: Special
    Duration: Instant
    Greater teleport extends the Ranges to 20” (40 yards) per 5 PPE or ISP spent, or 30” (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
Contacts:
Kent Chalench, Bandito Arms Dealer
  • A supplier from out west, working from Chi-Town and down the Missisippi corridor specializing in Military hardware. Qoat met him during his time in the Chi-Town burbs.
Delvin Hammerheart - A cousin to the ruler of Castle Refuge, Dhara Hammerheart.
  • Delvin is one of the storekeepers of the castle managing parts and equipment. Delvin was one of the first people Qoat was able to befriend in his new home. Delvin was able to get Qoat a freelance position as a mechanic.
Connections edge: Sheriff Will Longmarsh, Testament. Also, +2 to rolls when dealing with this contact
Last edited by Qoat on Mon Feb 19, 2018 7:43 am, edited 28 times in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

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Qoat
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Re: Qoat (Quick Flex Psi-Operator

Post by Qoat » Mon Jun 27, 2016 8:48 pm

Background

Among other Quick-Flex, Qoat was an odd-ball. Most Quick-Flex were action-junkies, who other than a basic education never pursued advanced learning. Qoat was slow(for a Quick-Flex), and always picked last in any games while growing up in the 'Burbs, but he was bright, very bright when it came to technology. This was where he was faster than almost everyone. He could repair damaged gear in a virtual eye-blink. He was a minor celebrity in town after a while as people came to him to fix things. A few times, even the patrolling Coalition troops asked him to fix stuff, and were almost polite as the ransacked his place of business looking for contraband.

Towards the end of the Tolkeen campaign, the Coalition need more people in the field to maintain equipment, and weren't as picky. They'd rather send a d-bee who might be killed rather than a human. Qoat was forcibly volunteered. He did his job, knowing the alternative was to get burned down where he stood.

As essentially a camp follower, Qoat was able to pick through the debris after a battle and was able to obtain a Mountaineer ATV and after a few repairs got it rolling. He was allowed to keep it since it allowed him to keep more parts on hand. He was also able to pick up a set of T13 armor that was left behind by a Triax Liaison officer who was assigned to the company for a short time.

In one of the final battles, the company he was assigned to won a major battle, but at a huge cost in lives and equipment. It was here that he earned the ire of the Federation of Magic. On his way back to camp he spied a warrior for Tolkeen wearing a helm of curled horns. He was shot repeatedly with laser and plasma and walked through it unscathed. He wielded a large sword that he used to cut down the outclassed Coaltion grunts. Ultimately, the warrior was defeated when a squad of Samas flew down out of the sky and hit him with multiple rail gun bursts at once, then flew off to another group of beleaguered troops. Qoat made his way back and discovered the magical Battle Fury blade lying next to the fallen Tolkeen defender. Qoat hid the blade in his ATV.

Qoat was 'discharged' from service, but CS command still have questions about what happened, they just haven't found him again to ask, and he hasn't returned to the 'Burbs to be found. With the war over, Qoat has moved south and joined the Tomorrow Legion, his technical skills allowing him to skirt awkward questions of his past.
Last edited by Qoat on Tue Jul 05, 2016 3:49 pm, edited 14 times in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

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Qoat
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Re: Qoat (Quick Flex Psi-Operator

Post by Qoat » Mon Jun 27, 2016 8:48 pm

Equipment

Vehicles

Mountaineer Mk. 2 ATV
Image
  • Size: 6
    Acc/TS 10/50 (Maximum speed 120 mph)
    Toughness: 31(16)
    Crew: 2+8
    Powerplant: Nuclear
    Remaining Mods: 0
    Weapons:
    • Light Ion Cannon
      • Range: 30/60/120
        Damage: 3d8 AP 4
        ROF: 1
        Shots: Unlimited
        Mods: 2
        Notes: Small Burst Template
    • Light Rail Gun
      • Range: 100/200/400
        Damage: 2d10+4 AP 10
        ROF: 3
        Shots: 45
        Mods: 3
    • Mini Missile Launcher
      • Range: 100/200/400
        Damage: 5d6 AP 6
        ROF: 1
        Shots: 12
        Mods: 1

    Cost: 500,000 + 226,000 = 726,000
    Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Sensor Suite
    The Mountaineer is expensive, but most adventurers consider it a bargain in the long run. It’s tough, roomy, and well-equipped, and its special three-wheeled design gives it remarkable handling. The electric engine version has a range of 600 miles! The Mark 2 is double the cost but larger and double the wheels! (76,000 credits for the electric model; 500,000 credits for a nuclear engine).
Carried/In Hand

CV-212 Variable Frequency Light Laser Rifle (On Lanyard)
Damage: 3d6+2
ROF: 3
Range: 30/60/120
Payload: 30 shot E-Clip
Weight: 8
Min Str: -
Cost: 50,000
Notes: Mega Damage (uses 10 shots), 3RB, Snapfire. Integrated scope with night vision/laser targeting (offset 2 points of range and/or darkness penalties). Ignores any laser resistance.


+2 E-Clips

NG-33 Laser Pistol Block II (in holster on belt)
Image
Damage: 2d4+1
ROF: 1
Range: 15/30/60
Payload: 20 shot E-Clip
Bonus: +1 Shooting
Weight: 4
Min Str: -
Cost: 6500
Notes: AP 2; Semi-Auto


Worn on Person

Triax T-13 Field Mechanic
Image
  • Armor: +6
    Toughness: +3
    Pace: +1
    Repair: +2
    Ranged Attacks: +2
    Strength Minimum: None
    Weight: 18
    Cost: 75,000
    Worn by field mechanics in the NGR, the T-13 Cyclops armor is lighter in weight for greater mobility. It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the holster belt or the legs, and a portable tool kit attached to the waist belt. Larger equipment and tool kits are transported by hand, but the T-13 armor has some built-in tools to facilitate field repairs. First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage). On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic’s normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee. The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage. All of this grants the wearer +2 on Repair checks. T-13 body armor provides +6 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. T-13 Armor has no Strength Minimum. (18 lb, 75,000 credits).
  • From T-10: It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
  • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
  • Micro exoskeleton enhancements in the legs give your hero a +1 to Pace when wearing this suit.
Qoat's Band of Mental Connection (around neck)
Image
Skill to use: Psionics
Power Provided: Telepathy and Exalted Telepathy
A wireless throat microphone. Activating the device allows telepathic communication as per the powers. Those with the Telemechanic edge may communicate with machines.

Qoat's Glove of Remote Manipulation (left glove/gauntlet)
Image
Skill to use: Weird Science
Power Provided: Telekinesis and Greater-Telekinesis
A tooled piece of leather that is anchored over the thumb and has a strap to hold it snug against a hand, glove, or gauntlet. A power gauge is on the side. The device allows objects to be manipulated at a distance along with a virtual enhancement of the user's strength to lift object up to the user's Spirit (Spirit +4 steps if used Greater-Telekinesis)



Qoat's Skill Calculator (strapped to left leg)
Image
Skill to use: Weird Science
Powers Provided: Boost/Lower Trait and Greater Boost/Lower Trait
A small diagnostic device that can be secured to an arm or a leg. With a quick formula, the user can increase or decease a subjects to traits for a short time.


Utility Belt
NG-33 In Holster
Neural Mace
4 E-Clips

Qoat's Blink Box
Image
Skill to use: Weird Science
Powers Provided: Teleport and Greater Teleport
Small white box on a black band with a red button in the middle. By pressing the button and visualizing a location the user blinks out of his/her current location, and reappears at the new destination.


IRMSS medical kit

NG-S2 Basic Survival Pack
Image
☞ A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
☞ Weight: 30 lbs.
☞ Page 105 Tommorow Legion Player's Guide for full details

Portable Tool Kit
  • A general purpose tool kit with an electric screwdriver and socket wrench, as well as 36 lightweight, high impact conventional tools. Approximate weight is 12 pounds (5.4 kg) and comes in a convenient carrying case. Cost: 400 credits.
Pre-Rifts Diagnostic Computer
  • Can attach to any high tech device with a universal jack port providing a diagnostic read-out of all systems. Adds +2 to associated Repair rolls.
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
In Vehicle



Portable Robotics Tool Kit
  • This is a large, heavy briefcase (22 lbs/10 kg) filled with small mechanical tools (wrenches and screwdrivers), electronic tools, a small diagnostic computer, and welding/soldering tools. It can be used to locate and identify problems and realign, recalibrate, and repair armor and basic body parts, make simple modifications, and perform routine maintenance, as well as perform similar functions on environmental body armor and power armor. This kit carries enough supplies and spare parts to repair moderate damage and one complete system (i.e. arm or leg). Any further repairs will require additional materials and/or spare parts. Cost: 20,000 credits

Money
Universal Credits: 1200
NGMI Credits: 0
Bandito/Black Market Credits: 0
Last edited by Qoat on Wed Sep 20, 2017 8:35 am, edited 24 times in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

User avatar
Qoat
Diamond Patron
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Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Advancement Record

Post by Qoat » Mon Jun 27, 2016 8:57 pm

Race: Quick-Flex (SW:TLPG p 59)
Iconic Package

  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer −4 Charisma with such folks.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.


Psi-Operator (M.A.R.S.) (SW:TLPG p 28)

When you build a character using the M.A.R.S. approach, replace the Iconic Framework with the following steps:
  1. Select a M.A.R.S. Package from the list below.
  2. All M.A.R.S. heroes begin with three rolls on any Hero’s Journey tables you like (although some make far less sense than others). Make these rolls before you assign attributes and skills.
  3. Give your character 20 Experience Points and the four Advances that come with them. This means she begins play as a Seasoned Rank character.
  4. All M.A.R.S. heroes begin with three rolls on the M.A.R.S. Fortune & Glory Table in this section (see page 30).


A variation on the Operator concept, these agents focus on psionic abilities.

  • Begin with Psionics d6, 10 ISP, and Arcane Background (Psionics). Select three powers from the Mind Melter’s list.
  • Begin with Repair d8 and the Mr. Fix It Edge (substituting Psionics for Weird Science).
  • Begin with the Gadgeteer Edge (substituting Psionics for Weird Science).
  • Created gadgets use the Psi-Operator’s ISP.
  • Begin with the Mind Melter’s starting gear.


Hero's Journey:
  1. Psionics: 1d20 = 3: 3 - With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).
  2. Underworld & Black Ops: 1d20 = 16: 16 - With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market).
  3. Training: 1d20 = 6: 6 - Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.



M.A.R.S. Fortune and Glory
  1. 1d12 = 2: 2 - A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
    Picked Triax T13 armor
  2. 1d12 = 9: 9 - Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  3. 1d12 = 9: 9 - Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
Upgraded Edge to Filthy Rich - 5 rolls on Body Armor, Cybernetics, Close Combat Weapons, and Ranged Weapons.
Sacrificed 2 rolls for a Mountaineer ATV. Body Armor: Increased Pace, Close Combat Weapons: Battle Fury Blade, Ranged Weapons: +1 Shooting applied to NG-33

Narrative Hook:
  • 1d20 = 6: 6 - Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.


Initial Powers:
Telepathy
Telekinesis
Teleport

Skills

Driving d6 - 2
Fighting d4 - 1
Knowledge(Computers) d4 - 1
Knowledge(Electronics) d6 - 2
Knowledge(Engineering) d6 - 2
Knowledge(Techno-can) d4 - 1
Notice d4 - 1
Persuasion d4 - 1
Shooting d6 - 2
Streetwise d4 -1
Survival d4 - 1

SubTotal: 15

Psionics d6 (from AB:Psionics)
Repair d8 (from M.A.R.S. package)

Credits: 4d6*100 = 1600: 3, 4, 5, 4

Filthy Rich Rolls

Sacrificing 2 rolls for a Mountaineer ATV-Nuclear Powered p99

Body Armor
1d20 = 18: 18
Micro exoskeleton enhancements in the legs give your hero a +1 to Pace when wearing this suit.

Close Combat Weapons
1d20 = 4: 4
You may add any Close Combat Weapon listed in this book to your character’s gear list. If this is not your first roll, apply any other results from rolling on this table to your newly chosen weapon as you wish.

Ranged Weapons
1d20 = 5: 5
Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This result may be applied a maximum of two times.


Advances: Please list all Edges and Advances taken for your character here
  • Initial Advances: (From Hindrances): Attribute Increase: Strength d4->d6, New Power: Boost/Lower Trait
  • Initial Hinderances: Curious (Major), Quirk (Minor), Wanted (Minor)
  • Racial: Agile
  • Racial: Ambidextrous
  • Racial: Elusive
  • Racial:Fast
  • Psi-Operator: Weird Science (Psionics)
  • Psi-Operator: Gadgeteer
  • Psi-Operator: Mr. Fix-It
  • Heroic Journey: Rapid Recharge
  • Heroic Journey: Major Psionics
  • Heroic Journey: Scrounger
  • Heroic Journey: Connections
  • Fortune & Glory: Rich
  • Fortune & Glory: Rich
  • Cybernetic Modifications: None
  • Novice 1 Advance: Fighting d4->d6, Psionics d6->d8
  • Novice 2 Advance: Vigor d4->d6
  • Novice 3 Advance: Psionics d8->d10, Streetwise d4->d6
  • Seasoned 1 Advance: Master Psionics
  • Seasoned 2 Advance: Telemechanics
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: Ace
  • Veteran 1 Advance: Notice d4 > d6, Drive d6 > d8
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Qoat on Tue Jul 05, 2016 7:33 pm, edited 6 times in total.
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

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Qoat
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Posts: 147
Joined: Mon Jun 27, 2016 2:45 pm

Re: Qoat (Quick-Flex Psi-Operator)

Post by Qoat » Sun Jan 14, 2018 11:46 am

Quarterly Adventure Cards

2018Q1
  • 4 - Love Interest
    Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • 21 - Second Wind
    Play on your hero to automatically remove all wounds sustained in his combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 31 - Flesh Wound
    Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Qoat
Qoat

ISP: 30
Pace: 8+1 (d8); Parry: 6; Toughness: 5; Strain: 6
Worn Armor: Triax T-13 Field Mechanic 14(6)
Weapon in Hand: CV-212 Variable Laser Rifle

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